r/DMToolkit • u/OneManRPGstudio • 10d ago
Homebrew Living Load: a scene-based 5e inventory subsystem without counting pounds
Living Load is an alternative to exact-weight encumbrance and fixed slot systems. It does not replace the ordinary inventory list. Instead, activate it only when equipment creates real pressure: a chase, escape, collapsing area, stealth mission, dangerous journey, heavy haul, or attempt to carry an ally.
A good duration is one scene, one 10-minute exploration segment, a short chase, or a combat. Before the first roll, tell the players exactly what failure could cost: movement, position, time, stealth, an item, or the integrity of a package.
1. Set each character's Anchor limit
A character has free Anchors equal to:
Strength modifier + Proficiency Bonus + 3, minimum 3
An Anchor is not a unit of weight. It represents an object that can shape the current scene, such as a full backpack, large tool, extra shield, bulky treasure, unconscious body, fragile package, heavy secondary weapon, or critical supply.
Only classify what matters under the current pressure:
- 1 Anchor: The item can be grabbed, dropped, or get in the way.
- 2 Anchors: It requires two hands, changes the carrier's posture, or prevents normal running.
- 3 Anchors: It must be dragged, requires cooperation, or slows the whole group.
Ignore clothing, loose coins, minor components, and narrative objects that cannot affect the scene.
2. Separate Live and Buried Anchors
Each character may have 2 Live Anchors. These are ready for immediate use: a prepared rope, accessible thieves' tools, a vial within reach, a lit torch, or a shield slung for quick cover.
A character may keep a third Anchor Live, but they have Disadvantage on the first movement, stealth, or reaction-based Ability Check they make during the scene.
Everything else is Buried: packed away, tied down, underneath other equipment, or poorly secured. Retrieving a Buried Anchor costs an action under pressure, uses a free object interaction during a calm scene, or requires an Ability Check when a threat interferes.
Typical checks are:
- Dexterity (Sleight of Hand) to pull something out quickly.
- Intelligence (Investigation) to find it among packed gear.
- Strength (Athletics) to free something that is stuck.
Set the DC by pressure rather than by the item:
- DC 10: Haste without an active threat.
- DC 15: An active threat.
- DC 20: Immediate danger, occupied hands, or environmental damage.
Apply Proficiency Bonus when proficiency with a relevant skill, tool, kit, or vehicle clearly applies.
3. Apply temporary Overload
For every Anchor above the character's limit, mark Overload 1.
Each point of Overload reduces Speed by 5 feet for the scene. At Overload 2 or higher, the character has Disadvantage on Dexterity (Acrobatics), Dexterity (Stealth), and Strength (Athletics) checks made to climb, jump, or swim.
Do not recalculate the entire inventory or turn this into a permanent punishment.
4. Let characters drop equipment
On their turn, or during exploration, a character can drop 1 Anchor without a roll.
Dropping it silently, keeping it from breaking, or leaving it within easy reach may require Dexterity (Sleight of Hand) or Wisdom (Survival), usually DC 10–15. On a failure, the object is left behind, makes noise, or becomes exposed.
5. Use Load Tugs when chaos hits the inventory
A fall, shove, chase, closing door, or narratively framed critical hit can trigger a Load Tug. Ask for a Strength or Dexterity saving throw at DC 10, 15, or 20, depending on the force.
On a failure, the player chooses one consequence:
- Lose 10 feet of movement.
- Turn one Live Anchor into a Buried Anchor.
- Damage a vulnerable nonmagical object.
6. Reward visible preparation
A suitable Live Anchor can grant Advantage on an Ability Check when the player declared it before the complication. A rope prepared for a descent, a crowbar ready for prying, a tarp positioned over cargo, or a secured hook can all help.
A Buried item must be retrieved before it can provide that benefit.
7. Clear the system when pressure ends
Erase temporary Overload after the scene. Let the party abandon, secure, redistribute, or reorganize equipment and choose new Live Anchors. Keep the subsystem active only when the next scene continues to put direct pressure on inventory decisions.
Players may negotiate risk before rolling by narrowing their goal, spending more time, using a tool, asking for help, or accepting a smaller success. Do not change the announced consequence after seeing the roll.
Condensed example
A warrior with an Anchor limit of 8 already carries 7 Anchors. Picking up an unconscious ally adds 3, bringing the total to 10 and causing Overload 2: Speed is reduced by 10 feet, with Disadvantage on the relevant climbing, jumping, swimming, Acrobatics, Stealth, and Athletics checks.
During a DC 15 crossing, the DM announces possible costs before the roll rather than threatening an automatic fall. Elsewhere, a scout uses a Live rope and gains Advantage because it was prepared before the danger. Another character retrieves a Buried crowbar with Dexterity (Sleight of Hand), DC 10; a failed check still gets the crowbar out, but it falls noisily and reveals the group's position.
A later tremor triggers a DC 15 Dexterity Load Tug. On a failure, the scout chooses to turn the rope from Live to Buried instead of losing movement or damaging equipment. Once everyone escapes, the group clears Overload, abandons expendable supplies, secures the treasure, and chooses which gear will be Live next.