Carry Capacity (PSR Supplement)

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PSR is an alternate ruleset that is compatible with most 5e content.

System Differences

The Basics

PB: Proficiency Bonus
Advantage & Disadvantage
Reroll
Bonus Dice
Ability Check
Group Check
Contest
Passive Check
Save
Ability DC

Ability Scores

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Skills

Encounters

Group Turns
Round-Table Turns
Staggered Turns
Your Turn
Move
Action
Bonus Action
Reaction
Making an Attack
Unarmed Strike
Sunder
Cover
Communication

Hit Points & Damage

Hit Points
Hit Dice
Temporary Hit Points
Massive Damage
Damage Types
Damage Resistance
Max Damage

Time

Phases

Rest

Break: a short rest
Camp: a rough long rest
Downtime: a cozy long rest
Downtime Trading
Downtime Activity

Environment

Common Hazards
Extreme Climates

Peculiar Traits

Resistance
Immunity
Vulnerability
Special Senses

Defeat

Dramatic Death

Conditions

Items

Carry Capacity
Goods & Currency
Optional: Material Goods
Consumables
Weapons
Improvised Weapons
Attire & Shields
Tools
Gear
Attunement

Objects

Damaging Objects
Hauling Objects
Vehicles
Optional: Artillery

NPCs

Attitude
Mount
Cohort
Stat Blocks

Optional Guidance: Light & Heavy
The adjacent rules are left deliberately vague for what items are light and which are heavy, to adapt to the needs of the adventure. If more codified guidance is desired:

Heavy: Any item that is taller than your character or that weighs more than 10 pounds.

Light: Any item that weighs less than 1 pound and can fit in your character's fist.

Any items item on your body is carried if it isn't currently in your hands nor worn on your body in an attire slot. This includes everything from a longsword sheathed at your hip to a potion in your pocket.

You can carry a number of items equal to your Strength score.

Creature Size. The number of items you can carry is halved if you’re Tiny, doubled if you’re Large, and quadrupled if you’re Huge.

Heavy Items. A "heavy" item can’t be carried by a Medium or smaller creature. You can still hold a heavy item in your hands, and if it's attire you can wear it. Descriptions for weapons and attire specify if they're heavy. Heavy weapons may not necessarily weigh much; a greatbow or lance for example is considered heavy because it's too long to carry.

Light Items. Up to 10 light items only count as 1 item for your carry capacity. Descriptions for weapons specify if they're light.

Coins. Up to 1000 coins — such as copper pieces or gold pieces — only count as a single carried item. If you end up hoarding a lot of currency, it might be best to trade out some coins for value-dense goods like gemstones. (Of course, your narrator may also choose to give you a magic wallet that can store infinite currency weightlessly.)

Retrieving. You can retrieve carried weapons as part of your Attack action, if you’re attacking with those weapons. You can retrieve and use any other carried item with your Use action. Retrieving an Item carried by a mount or other ally takes an entire Use action; you can’t activate that item within the same action.

Drop vs Stow. You can drop what you’re holding as part of any action you take on your turn. A dropped item simply falls harmlessly at your feet. To properly stow an item is to return it to being carried. Stowing an item or set of items takes an entire Use action.

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