Kyle G. said: Dragonphire said: Sorry, having to delete my armor from Equipment and add it to Treasure every time i doff my armor at night is not practical. I don't understand why you would delete the armor item from the inventory at night rather than simply un-equipping it? Doing so would update your AC, as intended, but you still have your armor with you at night (so it is being carried by the character). I cannot imagine a reason where I would ask my players to delete the items if I think they will get it back in a short amount of time (captured characters/stolen items are a different story). So you've never attacked your players in the middle of the night while they are not wearing armor? are they holding full plate in their backpack while they fight off the bandits? Maybe it's in their hands? I just make my players unequip the armor rather than remove it from their inventory. The character's weight limit should not even come up in this kind of encounter for it to matter if the weight is affected or not. If the bandits make off with the PC's armor in the end, I would have the player remove it from their inventory only when there is no immediate change of getting it back. It seems like unnecessary paperwork to have them fiddle with their carrying capacity mid fight when it usually only lasts 3 rounds. Dragonphire said: Kyle G. said: Dragonphire said: And you said it yourself, "Equipped" items are those which are currently worn or wielded by your character. Meaning if it's not "Equipped", it's not worn or carried, so it's weight should not be included in carried weight. I see this similar to comparing squares and rectangles (every square is a rectangle, but not every rectangle is a square). We know that items that are equipped are also being carried, but an item that is not equipped can still be carried. Consider a character who typically uses a shield and sword, but also has a crossbow for ranged attacks. When the character is wielding sword and shield, these items are equipped; the crossbow is not. This player would then ensure that the checkbox for the crossbow is empty (signifying not equipped). This player would then toggle the shield/sword/crossbow to signify the change of equipment when they would like to make a ranged attack (ignoring the action required to doff a shield). By your logic the unequipped items should hold no weight, but the character is still carrying those items around with them as they travel and therefore the items should have weight. By my logic? A carried checkbox would save the day, which is what i asked for. In your example, what happens if the character drops the sword and shield, or at least his sword since the shield takes an action? The sword is neither equipped nor carried, but there is no way to distinguish that on the sheet. Other than deleting it entirely from the equipment section. On top of that, as i said, the character's speed doesn't update based on the variant rules. So i'm basically asking for a feature to be complete, since i started my OP as "This might be a feature request, so i'm not sure if this is the right place to put this." and most of the posts were about bugs, which this is not. In your response to Silvyre, you made no distinction between equipped items and carried items. Maybe this was just a typo in your response, (specifically the bolded section above I think), but I was merely providing a counter-example to that scenario, which I would prefer to keep things as they are if your response as stated is your interpretation of how it should work. As for my example, I will point back to how I handle armor at night. Simply unequip the item. If the item becomes permanently stolen or lost in some way, then remove it from the inventory. If you are going to get the item back, why bother removing it. I have mentioned previously about how I would love a more refined way to track inventory, including designating where an item is being kept and I would welcome a checkbox to determine if an item should be included in the carried weight or not. I also think it would be beneficial if we could modify speed automatically whether through the variant encumbrance, racial modifier, or items (Boots of Striding and Springing, Boots of Haste, etc.)