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Can you place living creatures in a bag of holding
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<blockquote data-quote="rushlight" data-source="post: 307824" data-attributes="member: 3801"><p>"I fail to see the connection between sleeping in a forest without a watch posted (something moronically unwise) and having someone jump in a bag of holding to reduce the weight for an instantaneous journey (teleportation) (a very ingenuitive use of items and spells)."</p><p></p><p>Both are dangerous. Both are simple ways to handle potentially complicated situations. </p><p></p><p>"Rather than taking the philosophy of punishing the characters for sleeping on watch simply respond as if that did not matter - i.e. don't change any of your random encounters - just have them occur while the party sleeps."</p><p></p><p>I never advocted that... I just suggested that when the party acts in potentially reckless ways, occationially you should remind them that their actions are in fact dangerous. </p><p></p><p>I don't think that a DM should try and kill the players intenionally. It's a DMs job to provide fun for the players. This is usually accomplished by providing a good story to involve your players along with appropriate challenges for them to overcome. If you constantly let your players take the shortcut with no challenges they will eventually get bored and quit playing. If you kill them with glee everytime they try to get creative they will get mad and quit playing. </p><p></p><p>There is however, a middle ground. Let your players get creative. That's fine, let them teleport with the party in the bag several times. Then give them a close call to remind them that the actions they are taking have repurcussions. Let them be worried that the next time they are going to teleport into a dungeon something worse might happen. </p><p></p><p>It's good for them to stress about it a bit. Face it, would YOU jump into a bag from which you cannot leave and are at the mercy of someone else? Even knowing that that person is leaping into an unknown situation? I can tell you I sure wouldn't. Your player's characters probably wouldn't either, if not for the fact that the players figure you won't ambush them like that. Then they can forgo doing any real investigation into the situation they are leaping into, since they figure you won't do anything to them. So they have used metagame knowledge to make in game decisions, based on your previous history of letting them get away with stuff without ever shaking them up.</p><p></p><p>So you SHOULD occationally shake them up. It keeps them on their toes, and makes them think. They will consider their actions more carefully from their character's point of view. Unless your players are strict Hack 'n Slash rules laywers, they will probably appreciate the challenge of outthinking the dangerous situations you have presented them. And in the end, I can assure you the players get more satisfaction from defeating a difficult challenge than just letting them walk all over whatever situation is at hand.</p></blockquote><p></p>
[QUOTE="rushlight, post: 307824, member: 3801"] "I fail to see the connection between sleeping in a forest without a watch posted (something moronically unwise) and having someone jump in a bag of holding to reduce the weight for an instantaneous journey (teleportation) (a very ingenuitive use of items and spells)." Both are dangerous. Both are simple ways to handle potentially complicated situations. "Rather than taking the philosophy of punishing the characters for sleeping on watch simply respond as if that did not matter - i.e. don't change any of your random encounters - just have them occur while the party sleeps." I never advocted that... I just suggested that when the party acts in potentially reckless ways, occationially you should remind them that their actions are in fact dangerous. I don't think that a DM should try and kill the players intenionally. It's a DMs job to provide fun for the players. This is usually accomplished by providing a good story to involve your players along with appropriate challenges for them to overcome. If you constantly let your players take the shortcut with no challenges they will eventually get bored and quit playing. If you kill them with glee everytime they try to get creative they will get mad and quit playing. There is however, a middle ground. Let your players get creative. That's fine, let them teleport with the party in the bag several times. Then give them a close call to remind them that the actions they are taking have repurcussions. Let them be worried that the next time they are going to teleport into a dungeon something worse might happen. It's good for them to stress about it a bit. Face it, would YOU jump into a bag from which you cannot leave and are at the mercy of someone else? Even knowing that that person is leaping into an unknown situation? I can tell you I sure wouldn't. Your player's characters probably wouldn't either, if not for the fact that the players figure you won't ambush them like that. Then they can forgo doing any real investigation into the situation they are leaping into, since they figure you won't do anything to them. So they have used metagame knowledge to make in game decisions, based on your previous history of letting them get away with stuff without ever shaking them up. So you SHOULD occationally shake them up. It keeps them on their toes, and makes them think. They will consider their actions more carefully from their character's point of view. Unless your players are strict Hack 'n Slash rules laywers, they will probably appreciate the challenge of outthinking the dangerous situations you have presented them. And in the end, I can assure you the players get more satisfaction from defeating a difficult challenge than just letting them walk all over whatever situation is at hand. [/QUOTE]
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