Encumbrance

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What were you looking for exactly?

Feats of Strength gives a list of max. lift values (weight you can just barely push, drag or lift). A total of five dots higher is required to throw an item of that weight, so I'd presume that amount of load would be carrying capacity. (Houserule) This gives approximately the same carrying rates as D&D5e, when "Strength 18" would be equivalent to 8 dots in Strength + Athletics. Carry rates below 6 dots were calculated with this formula: light encumbrance 5 = 450/550×80 lbs., 4 = 350/550×80, etc.

Strength +
Athletics
Max. lift
(push, drag or lift)
Carrying
Capacity
1 80 lbs. 11 lbs.
2 160 lbs. 23 lbs.
3 250 lbs. 36 lbs.
4 350 lbs. 50 lbs.
5 450 lbs. 65 lbs.
6 550 lbs. 80 lbs.
7 650 lbs. 160 lbs.
8 800 lbs. 250 lbs.
9 1,000 lbs. 350 lbs.
10 1,200 lbs. 450 lbs.
     
Strength +
Athletics
Max. lift
(push, drag or lift)
Carrying
Capacity
11 1,400 lbs. 550 lbs.
12 1,600 lbs. 650 lbs.
13 1,800 lbs. 800 lbs.
14 2,000 lbs. 1,000 lbs.
15 2,200 lbs. 1,200 lbs.
16 2,500 lbs. 1,400 lbs.
17 3,000 lbs. 1,600 lbs.
18 3,500 lbs. 1,800 lbs.
19 4,000 lbs. 2,000 lbs.
20 4,500 lbs. 2,200 lbs.

Armor Fatigue value is also partially a matter of weight. Fatigue checks should also be made if a chacater is otherwise heavily encumbered for longer periods. Check once per four hours if engaging in normal activity under a partly cloudy sky on a cool day. Halve the time for each of these conditions:

  • Very hot weather
  • Exposed to prolonged sunlight
  • Engaging in serious labor

Thus, a heavily encumbered character fighting a battle in a desert under a bright sun would check every 30 minutes of game time.