jtljac/me5e

Inventory Differences

Opened this issue · 0 comments

ME5E has a slightly different system for handling consumables and equipped items. These also aren't all written in stone, so this issue will detail the plan for handling them.

Basics

An actor's carrying capacity is their Strength score multiplied by 5 (15 if using imperial measurements), when the actor is wearing any amount of armour then their carrying capacity is their Strength score multiplied by 10 (30 if using imperian measurements), this could be simplified to doubling the base carrying capacity as long as care is taken to not double any carrying capacity modifiers.

For each size above medium, double the base carrying capacity, and for every size below half it (in both cases being careful not to double/half any modifiers).

Weapons

An actor can carry as many weapons as their carrying capacity allows. Equipped weapons are represented with 4 slots, with a weapon taking up 1 slot unless it has the "two handed" property, where it takes up 2 slots. Feats and armour properties can increase the amount of slots an actor has.
Any weapon that is equipped and in a slot does not count towards the actor's carrying capacity
It costs a free object interaction to equip or unequip an weapon, thus to do both in one turn requires using an actors free object interaction and action.

Armour

Armour has additional space for carrying consumables, the defaults are detailed in the following table

Armour Peice Thermal Clips Grenades Medi-gel
Helmet No contribution No Contribution No Contribution
Chest 6 0 2
Legs 2 2 0
Arms 2 0 2
Body 10 2 4
Armour peices can have properties that increase these.

Variant Encumbrance

When using the Encumbrance variant rule, carry weight is equal to 2.5 times the Strength score (5 times if using imperial) and armour provides no carry weight help.
The minimum strength requirement of armour is ignored
The slot limitation for equipped weapons is also ignored
Each weapon and armor piece has a weight. If your total weight from all weapons and armor is in excess of your carry weight, you are encumbered, which means your speed drops by 4 meters.
If your total weight from all weapons and armor is in excess of twice your carry weight, you are instead heavily encumbered, which means your speed drops by 12 meters and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Armour Weights:

Placement Light Medium Heavy
Chest 3kg 6kg 10kg
Arms 1kg 2kg 3kg
Legs 1kg 2kg 3kg
Head All headwear weighs 2kg