» Thu Mar 03, 2011 1:19 am
Rather than reducing speed gradually, it could reduce fatigue recovery. Walking should generate a tiny amount of fatigue, and running a lot more. By carrying too much weight, you'd reach the point where you would lose fatigue by walking faster than you regenerated it. Choices are: drop something, stop to rest every so often, or chug potions, cast spells, etc. to keep going. After a higher weight point, you'd lose more fatigue in a single step than you'd regen in a second, and be totally incapable of moving with that much weight, but it would be a LOT of weight (essentially as much as your character could "dead-lift"). That should model the realistic effects of over-encumbrance more accurately than the current "move normally at 400, stop cold at 401", and wouldn't be all that difficult to calculate or apply.
As far as I can figure it, a unit of weight in TES is somewhere in the "quarter pound" or "100g" region. A 40 weight-unit weapon would weigh roughly 10 lbs. (or around 4kg), which is still too much to acually fight with, but light enough that you could reasonably carry it around. A 200 encumbrance limit, typical maximum for a starting character, would be about 50 lbs.: a heavy load for any kind of hike, but light enough that you could still walk around locally without stopping every few paces.