If you have a backpack, you have slots equal to your Strength score. Otherwise you've just got your hands, sorry. (Hands are separate from your inventory.)
Double slots for big or beefy creatures: orcs, ogres, mounts. Half for tiny things like familiars.
You can carry a little over your max with slight penalties, double that with big penalties, or triple that and be practically useless. (I just reuse exhaustion rules.)
With a few exceptions, everything takes up 1 slot, from a club to a day's ration to a book. A slot is something between 1 and 10 kilograms, 5 on average. It's supposed to be abstracted, so don't look too closely.
The exceptions are as follows:
- Trinkets. Ten trinkets take up one slot, otherwise they take up no space. Anything that fits in your mouth is a trinket. (I don't remember where that's from, but I like it.) If it's really light it's also a trinket. Examples: a piece of ammunition, a fruit, a pendant, a set of light clothes, a sheet of parchment.
- A single coin or sheet of paper is 1/10th of a trinket
- d4 weapons are trinkets.
- Weapons take up 1 extra slot per die size above d6. (2 slots for d8, etc)
- Worn armor takes up 1 extra slot per category above "none". (1 slot for light armor, 2 for medium, etc) Double if it's not being worn.
- If it's got a long melee reach or qualifies as furniture, it takes 4 slots regardless.
- Human size things weigh 20 slots: a statue, a man with no possessions. You can carry them but you're basically guaranteed to get huge penalties.
Some things take up space in your inventory to convert other, existing slots to quick slots, like quivers, big pouches, ammo belts... (Generally, something like a quiver takes up 1 slot and turns 3 slots into quick slots.)
(I'm not so sure about the "quick slots" rule. I feel like it might discourage inventive use of items stored in one's backpack.)
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