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D&D Inventory System discussed in Excessive Detail {#e-inventory-sheet}

So hopefully you saw & are using the inventory sheet I made.

the inventory sheet I made

It should hopefully be pretty self-evident, especially if you have this list of sizes for common items. But just in case you have questions... here are:

especially if you have this list of sizes for common items

Some deets

Armor

Various armor costs various amount of circles ("Leather" doesn't cost any, and "Scale" costs three). The backpack costs two circles. That's right, even an empty one, so fill it up!

"Mom's Old Gear"

Cost three circles and you mark either Explorer's Pack (best one because you get bedroll), Dungeoneer's Pack, or Burglar's Pack. Then X things out as you use them up. This is a quick way to get started, or nice if you're filling out a bunch of pregens. As soon as you get some time, grab a pencil and migrate it over.

a bunch of pregens

Backpack

The backpack has three areas meant for either ten small things, two medium things or a big thing. The "flap" area works better for many different small things. The bottom compartment work better for big or medium things, or things where you have ten of the same, like torches or rations.

Backpack, strapped things

So the two single straps (in the middle of the sheet) can each carry one medium and one small things. This is a great deal for just one circle each.

And the double straps (in the lower center of the sheet) are for those who have mostly big things. One big thing for one circle is kind of an iffy deal [you could get one big AND a medium using the other straps], three big things for two circles is OK I guess, but five big things for three circles is a great deal!

Wearing (belts or shoulder straps)

Medium things, kinda self-explanatory. Three per marked circle.

Pouches

You can mark a small or a medium pouch, it doesn't cost circles directly but a small pouch you need to also list among your small things (just write "pouch" in one of those lines). Medium works the same way; check the medium checkmark and list "pouch" among your medium things.

Sacks, once they're in use, you don't list among your other things; they just cost two circles. Even if they're not completely full (because it's cumbersome to schlep sacks around). Empty sacks are small things until they are in use.

How you organize things in the pouches is up to you.

The pouches conveniently have five lines, which you can use as follows:

You could also have one line per kind of currency (GP separate from SP etc) but then you'd need to keep track of the total sum somehow.

If you have sacks, or want more pouches, free to use extra graph paper or augment this sheet with sticky notes.

Clothes, necklaces, masks, helmets etc

Listen, if leather armor is free, then so is a velvet bridal gown.

But let's say you find earrings and start wearing them. Then also list them among your tiny things. You find a gross-looking mask and you decide to wear it. Also list it among your small things. That's how it works.

Helmet bought along with armor counts as part of the armor, helmets gotten separately count as small things.

Items carried in hand

Similarly, if you are holding something in your hand, don't erase it from its slot. That way, a sword keeps its weight even when you unsheathe it and hold it aloft and pray to the power of Greyskull.

Shields count as medium things.

Retrieving things from the backpack

DMs out there, feel free to introduce brutal houserules such as things in the backpack taking longer time to retrieve or whatever. This sheet helps you see where everything is, so that can enable such rules.

I'm not about to do that, I mean, I made these backpacks super organized for a reason! Players, please just put things in the flaps or on the straps or in the "food" compartment as you wish and as you think is cozy. There is a point to having things in the medium slot strapped on you instead of in the backpack, though, and that's in case you to drop the backpack, then you get to keep the items worn directly on you.

Also, sacks and pouches (unless they're all the same thing) aren't as organized. Retrieving things from them costs one action unless it's components for a spell

Figuring out weights

Hi DM! If they are stepping on pressure plates or trying to drag each other's bodies out of the dungeon etc what do you do? Well, they've listed their body weights on the sheet hopefully, and then the gear weights, well, just look at the box they checked and that's how many stone they weigh. They can push/pull as much as the two boxes they didn't check, combined. Their speed becomes 5' when pulling or pushing things in this way. All of that checks out with 5e's RAW math. A circle is 15 pounds.

Multiple things per slot?

Pouches and sacks are set up that way. That's the life-changing magic of pouches and sacks!

For the medium and big slots on straps outside the backpack---absolutely not. Things would fall out!

But bows and crossbows are assumed to come with a quiver.

Multiple bags

If you are a horse or a goliath or whatever feel free to get multiple sheets! That's as intended.

Design philosophy

Do I need this to play D&D?

Hey, if you're a new DM, and you don't want to fiddle with this stuff, you don't have to.

Just let your players grab the standard loadout that their characters and backgrounds give them, the explorer's packs, dungeoneer's packs or what have you. No need to count up gems or candles or coins just go wild.

But if you find yourself after a while wanting more of a limit on how much they can carry, come back here and let this sheet save the day. It's gonna be much easier than counting out every single pound but it's going to give results that are very close to the real rules.

Under the hood math

I figured that you could carry 15 pounds times your strength score, right? And a third if you're using the optional encumbrance rules, which we are.

The backpack could hold 30 lb but some the example pack lists in the PHB had more than 30 lb of gear. Confusing... but... that's why I came up with the straps. So the main part is 30 lb or two circles.

Why we have an inventory sheet

The point of rule design is to give answers to questions that come up in the game.

Some awesome things have emerged from these limitations:

These weren't predicted interactions, they just happened, and they were awesome.

Design philosophy

A straight-forward list of stuff

Let's say you need a rope. You look at your inventory sheep. Do you have a rope? Then yes. I want the sheet to just straightforwardly list what you actually have.

There are plenty of inventory systems out there that abstract what you pack. Do you need a rope? Cross off one abstract use of "adventuring gear" and now you do, and "you had one all along".

There are also many system where you have to decide what you pack, but it's abstract how many torches or arrows or coins etc you have, through usage dice or a generic "supply" value.

There's nothing inherently wrong with those systems. The needs of what makes a good experience as a game is more important than realism. Making "usage rolls" can be tense and fun and we love rolling dice, right? And seeing how good "our characters" are at packing as opposed to seeing how good we are at packing?

The needs of what makes a good experience as a game is more important than realism.

But there are some advantages to a specific list of stuff.

First of all... it's simple. It's just a list of stuff.

Second of all, there is something to be said for simulationism (to the extent that it's feasable without being overwhelming and messing up good game design). Thoughts like "Should I use this torch? If I do, I only have five left..." are moments where you and your character are actually thinking the exact same thing, in the same way. Isn't that what roleplayers have dreamt of since they first looked up at the stars?

Knowing what I have and where I stow it is away to see the world through my character's eyes for a while. Did I pack a rope?

Third... One thing that really sold me on the "list of concrete items" was when I saw "ye fast pack" in B2 The Lost City. 5e has something similar with the explorer's pack, dungeoneer's pack, or burglar's pack. (Those are just as usable for B/X players, by the way.) To me those list are definitely the "best of both worlds" for new players. You need a weird little item that you, personally, as a new player never would've thought of? Maybe it is on the list! And when you know what you doing you can forgo those lists and instead carefully select what you bring.

No "usage die", no abstract "adventuring gear", no "supply rolls". A list of items. Period. Any questions? Of course not.

Armor counts. Coins count.

So I wanted the decision what armor to wear to have an impact on this.

And I wanted every single coin and gem to matter. Getting the treasure home from the dungeon is part of classic D&D experience. When the characters start tossing out coins in order to be able to carry more water or more light...

But inbetween I didn't need to be so fussy and a simple item count is enough. You don't need to look up the exact weight in grams of a magnifying glass or a flask of oil but you can't just toss every dead goblin you see into your backpack.

Hew close to the PHB

The under-the-hood starting assumption is that a small item is around 1lb, a medium item is around 5lb, a big item is around 9lb. That's where this started and if you convert a character sheet "back" to pounds you'll hopefully get pretty close to the rules as written.

You can use this for B/X and 0e too, either as is or you can change how much a coin weigh.

"Fenced in" slots

This is what I wanted most of all. Delta's stone system was of course a big inspiration but even with a bigger unit, there was still counting. And recounting. All the time. But when you have a "fenced in" list of ten small slots that you can fill as you want, you don't have to count. You can erase one item to make room for a new item. That's the best thing about this system.

Delta's stone system

Anti-Hammerspace

The idea of "anti-hammerspace" was something I was unaware of when I designed this system. I just had the same sentiment though, that it's cozy and nice to know if the character has the item in the backpack, or in the belt, or in the pouch... It just adds to the feeling of "packing like your character would pack", "thinking like your character would think".

anti-hammerspace

Sandra, your system is almost perfect, but...

Source code is here, improve it!

Source code is here