Decisive Encumbrance
Inspired by this thread on Bluesky over the weekend.This is assuming you are using side-based initiative like Into the Odd.
Decisive Encumbrance
Characters can choose how encumbered they are, and what they are encumbered with, from the following options:
- Unencumbered - The character is only carrying their fighting kit (weapons, armor, spellbook, holy symbol, thieves tools, etc) and a few personal trinkets (magic rings, treasure map, anything that can be stuffed into a pocket).
- Benefits: Always act before monsters (don’t need to make a DEX save).
- Drawbacks: Not carrying any supplies for wilderness travel, or treasure for leveling up.
- Encumbered with Supplies - The character is carrying their fighting kit, trinkets, and a backpack full of supplies (rations, waterskins, torches, iron spikes, rope, etc).
- Benefits: Can carry 2 weeks of supplies for wilderness travel, and gains +1 on miscellaneous dungeon exploration X-in-6 rolls (including open doors, pick lock, hear noises, etc, but excluding surprise and initiative).
- Drawbacks: Must succeed on a DEX saving throw to act before monsters.
- Encumbered with Treasure - The character is carrying their fighting kit, trinkets, and a backpack full of treasure (gold coins, gemstones, jewelry, statuettes, etc).
- Benefits: Can trade the treasure for 2d6x100 XP in town.
- Drawbacks: Must succeed on a DEX saving throw to act before monsters.