Is it a problem when PCs tackle how to transport all the treasure back to base
before they can acquire these spells and magical items? IMO, its not a problem. Players always have, and always will. Why, then, is it suddenly a problem when they acquire these items and abilities? Why is it a problem, when it can all be handwaved? Why is it a logistical nightmare to be faced with this problem, when it is well known in advance? It isn't an unnecessary level of detail (akin to knapsack packing technique).
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Question's musing is strange, IMO:
Question said:
There is not always a "local PC vault", and it is a high possibility the party caster does not have a teleport spell available.
On one hand, the PCs are using a 7th level spell, yet are not utilizing
teleport at all. Neither do the 13th level characters have a "base of operations, or a place they call "home". Lack of
teleport "high possibility"? While it may occur, due to school specialisation, game flavour, player choice, I wouldn't regard it as a "high possibility", but that is obviously a game specific problem, and not a rules problem.
Question said:
Lets say all we have is a standard party, who gets to stand outside to watch over a bag, especially since the entire party is likely to require the rest?
Is the party can spend a lot of time arguing and bickering who gets to rest for 8 hours? Seems more like a player problem, than a rules problem. There is a blatantly obvious answer: Whomever needs the rest the most, rests. Having backup healing ability, at 13th level+ means that it shouldn't be a big problem at this level.
Question said:
What if its not, and i still want to use it every now and then anyway? Still doesnt change anything.
Your statement doesn't change anything either... I don't agree with you, and point out a series of scenarios with which the original problem can be resolved in game, and, yet, you aren't satisfied, because you want your cake for after as well as eating it.
Question said:
I can picture it now : DM "It is the players responsibility to be fully informed of the consequencfes of their actions blah blah blah blah blah"
What is the problem with this? People are naturally curious? I fail to see you argument in this at all? The above statement is very strange. WHy did you assume the DM would send you all off to the far realm?!?
Question said:
This assumes you have downtime available, some campaigns are too fast paced.
The default rules expect a slower pace...
Anyway. To summarize:
1) Some campaigns are too fast paced to resolve this issue through PC research.
2) Some campaigns will contain 13th+ level parties without access to
teleport.
3) Some campaigns contain players and/or characters which can never agree to cooperate.
4) Can't convince the DM to ignore the "rule"? Or bend it slightly?
Cake. Eat it or save? Ignore rule or not? And you are stuck in this place where all of the above are valid? Still want to eat that cake and have some later?
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javcs said:
Because we have no RAW answer, or any other, as to what happens. We've only got speculation, which means what happens, if anything, it varies from DM to DM.
And this is a problem because...???
If anything happens in the game, it is because there is a DM, and players, there. Why does this feel unsafe? If you don't trust the DM, don't play his game. Why is this a problem?!? Playing in two FR campaigns, even in the same FR region, same FR dates, same FR adventure, different DM's will have different things happen.
Why do we expect to be spoonfed everything, with no independant thought involved?