29 May 2021

The Burden of Adventuring

Encumbrance has been a thorn in my side since the dawn of my gaming experience, and with the exception of the Ghostbusters role-playing game (with its carrying limit of three pieces of equipment — that's pretty much the entirety of its encumbrance rules), I inevitably resort to that old hand-waving standby: whatever seems reasonable. There ought to be consequences for overburdening oneself, but if calculating the weight or encumbrance units of every item carried is the price, I'm not willing to pay it.

There is a solution. In Aeons & Augauries, JDJarvis introduces the idea of Save vs. Encumbrance. I have vowed to try it in the next session of DCC RPG I run, with a few additional rules. I have codified it thusly:


A character can carry up to 20 items, which are listed numerically on the character sheet. Backbacks, pouches, bags, and the like (and their contents) count as one item each. Armor worn counts as one item.

Whenever a character attempts an activity that would be hindered by a character's encumbrance, a d20 Encumbrance check must be made. The difficulty of the check is the total number of items carried. If the check is successful, things proceed normally. If the check is unsuccessful, then there is a complication.

Complications could take the form of outright failure, partial failure, a -1 fatigue penalty (that is cumulative and affects all d20 rolls until eliminated), or the loss of (or damage to) the item in a character's inventory corresponding to the number rolled for the Encumbrance check.

N.B. One carried item is always protected from loss or damage in an Encumbrance check: the last item on the list. Since a check succeeds when the roll is equal to or higher than the target number (i.e. the total number of items carried), the item corresponding to the target number is automatically safe.

Example: An adventurer is carrying eight items:

  1. sword
  2. backpack (containing food, cooking gear, a blanket, extra clothes, a waterskin, a tinderbox, a knife, and a mirror)
  3. shield
  4. pouch (containing coins)
  5. hand axe
  6. lantern
  7. flask of oil
  8. scroll case (containing maps)

The adventurer attempts to leap across a crevasse. Ordinarily, this would not require any kind of roll because the crevasse isn't that wide, but since the adventurer is being pursued and is carrying equipment, an Encumbrance check is deemed necessary. The player rolls 1d20 and gets a 4. The GM can rule that the character fails and falls into the crevasse; partially fails and is hanging on the edge (requiring a further roll or help from a comrade); succeeds, but now has a -1 fatigue penalty to further rolls; or succeeds, but drops the pouch of coins (item #4) into the crevasse. Had the player rolled 8 or higher, the adventurer would have made the leap with no complications.


Again, this was inspired by Save vs. Encumbrance by JDJarvis.

01 May 2021

Table: Scrolls of Profound Deja Vu (Expanding Unknown Table)

Behold the Scrolls of Profound Déjà Vu! Do they not remind you of something? This is the twelfth table of the Expanding Unknown Table.

Scrolls of Profound Déjà Vu

Roll 1d12

1. One spell
2. Two spells
3. Three spells
4. Protection from Logic (Invokes a potent invisible sphere of anti-logic in a 4 cubit radius from the reader, preventing any form of logic from passing in or out of its confines for 1d30 minutes.)
5. Protection from Possessions (Causes all of one's possessions to fly from one's person instantly. Prevents the gathering of any possessions for 1d30 hours. Affects only the reader.)
6. Protection from Unfun Dead (Creates a barrier with a 6 cubit radius against all undead who do not embrace fun. Has a duration of 2d6 hours.)
7. Protection from Verification (Prevents anyone from verifying the reader's identity for 3d4 hours.)
8. Protection from Weevil (Destroys any weevil that enters its 8 cubit radius with an accompanying clap of thunder. Has a duration of 1d30 days.)
9. One misspell
10. Two misspells
11. Three misspells
12. Four misspells