@@ -365,16 +365,6 @@ Someone with Strength +2 throwing a dagger would deal $1D6$ Damage.
Weapons which were never made to be thrown, such as swords, axes, or most knives, receive a -2 penalty to hit for every 5 steps distance from the target, and a -2 penalty to Damage.
\subsection{Weight}
\index{Weight}
All equipment has a \glsentryname{weight} to show what Strength Bonus someone needs to have to use the item unencumbered.
For every point the \gls{weight} exceeds the charcter's Strength Bonus, they lose 1 \gls{ap} at the start of each round, and gain 1 \gls{fatigue}.
We call these additional penalties \textit{encumbrance} (you'll find a space on the character sheet for your total, so you can add penalties from multiple items together).
Having extra encumbrance isn't necessarily a bad move.
A lot of armour and weapons are worth the loss of speed and \glspl{ap}.
@@ -237,21 +237,25 @@ Actions cannot be attempted multiple times with rerolls unless the situation has
\begin{multicols}{2}
\input{config/rules/weight.tex}
We measure weight in broad terms.
Characters have a \glsentryname{weight} equal to their \glspl{hp}, so elves tend to have 5, while humans tend to have a \gls{weight} of 7.
Items work similarly, with \gls{weight} between -4 (for very light items), through +11 (for wardrobes, carts, and boulders), and so on.
If an item's \glsentryname{weight} is equal or below your character's Strength, you can lift it easily.
However, if the items has a greater \gls{weight} than your Strength Bonus, you gain a point of Encumbrance for every increment that item is above your Strength Bonus.
Encumbrance slows you down and makes you tired, detracting from your Speed Bonus, and adding to your \glspl{fatigue} every interval.
Items work similarly, with \gls{weight} between -4 (for very light items), through 11 (for wardrobes, carts, and boulders), and so on.
Characters can carry items with a maximum \glsentryname{weight} of their Strength Bonus plus 6, so a man with 7 \gls{hp} could only be carried with a Strength Bonus of +1 or greater.
Depending upon the circumstances, the \gls{gm} may allow heavier objects to be dragged or rolled.
Items carried in only one hand count as having +2 to the \gls{weight}, so hefting a battle axe in only one hand would mean it has an effective \gls{weight} of 5.
Items carried in only one hand count as having +2 to the \gls{weight}, so hefting a battle axe in only one hand would mean it has an effective \gls{weight} of 4.
\index{Encumbrance}
\paragraph{Encumbrance}
happens whenever characters pick up something with a \gls{weight} greater than their Strength.
It inflicts a penalty to Speed, which means slower movement when running, and fewer \glspl{ap} in combat.
Characters also receive one \gls{fatigue} at the end of each \gls{interval} for each level of Encumbrance.
Characters cannot carry any item which gives them a -5 Encumbrance rating or higher.
They can, however, drag items with up to a \gls{weight} of up to 10 points above their Strength Attribute (rough surfaces can increase the requirement substantially).
They can, however, drag items with up to a \gls{weight} of up to 6 points above their Strength Attribute (rough surfaces can increase the requirement substantially).