Count encumbrance in slots. One slot holds 10-15 pounds, with modification based on bulkiness and common sense. One item can take up more than one slot if heavy/bulky, and small items can be bundled together.
Each PC can carry 10 slots of items. For every point of strength above 15, that number increases by 1. Backpacks add 3 flat slots. If a party member is over this amount, the party moves slower (see following section)
The party can move quickly or carefully. These will affect how long it takes to go from room to room in the dungeon, and increase the time taken. Consult the table below.
Moving Carefully | Moving Quickly | |
Below Encumbrance | ||2 encounter dice| | |1 encounter die|| |
Above Encumbrance | ||3 encounter dice|| | |2 encounter dice|| |
Encounter dice trigger random encounters and track light. Every dungeon turn, roll all the encounter dice. If any show a 1, a random encounter is triggered. For each die rolled, subtract 10 minutes of light from any lit light sources.
(This is taken from Wolves Upon The Coast. Another system like this is Chaos Reigns.)
All weapons fall into one of three damage classes: light, standard, or heavy. These determine how much damage and how many slots of inventory they use.
Standard weapons deal 1d6 damage and take 1 slot. They can be either melee or ranged, and melee weapons can be sharp or blunt and held with one hand. Examples: sword, mace, warhammer, shortbow, hand crossbow.
Heavy weapons deal 2d6 take highest (i.e. advantage) damage and take 2 slots. They can be either melee or ranged, and melee weapons can be sharp or blunt. All heavy weapons are held with two hands. Examples: two-handed sword, large crossbow, longbow, maul.
All light weapons are melee weapons, but can be thrown. They take a half-slot. These are held in one hand. Examples: dagger.
Inspired by Target 20, here are class-specific to-hit bonuses based loosely on the original attack matrix.
Basic Procedure for an attack roll: calculate d20 + to-hit bonus + modifiers + opponent's AC. If it is 19 or greater, the hit is a success.
Fighters get a +1 to hit at level 1, gaining an extra +1 every two levels (so +2 at level 3).
Clerics start at +0 to hit at first level, gaining a +1 to hit every three levels (so +2 at level 4).
Magic-Users start at +0 to hit, gaining a +1 to hit every four levels (so +2 at level 5).
Thieves have to-hit bonuses as a Magic-User.