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General Tabletop Discussion
*Dungeons & Dragons
Item question regarding Bags of Holding
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<blockquote data-quote="Greenfield" data-source="post: 6225003" data-attributes="member: 6669384"><p>Bad manners?</p><p></p><p>The sad fact is that I was irritated, and my long response would have gotten me suspended or banned.</p><p></p><p>On to your longer post...</p><p></p><p>I agree that having the bags burst randomly depending on the weather (local air pressure) would add nothing to the game. PCs generally have no awareness of how many millibars of air pressure there are, and unless certain spells are used, they have no control. Destroying a magic ite, and a good portion of the character's wealth, under circumstances like that would be cruel and arbitrary.</p><p></p><p>Making an underwater adventure/encounter more challenging by limiting the PCs access to Bags of Holding, on the other hand, can add quite a bit to the game. It's a circumstance they are aware of and do have some control over.</p><p></p><p>You're arguing this as a "Physics v Magic" situation, and I agree that magic wins when that happens.</p><p></p><p>I'm arguing that the "physics" (that water weighs something and tends to act like water) is already accounted for in the game. It's not a "physics v magic" situation, its a case where the rules clearly state what happens when a bag gets overloaded. I didn't invent that part any more than I invented encumbrance rules or falling damage. </p><p></p><p>Arguing air pressure variance based on wind or weather? That's an attempt to argue real world physics v magic, and that's why I've been so dismissive of it. Truth be told, I tended to stop reading whenever you strayed in that direction, which is probably why my responses have been so off target. That shows a deep lack of respect on my part, and I'm sorry for it. I should be able to disagree without being a jerk about it.</p><p></p><p>Let's try and lay a groundwork we can agree upon: "Physics" in game should be limited to the common and the obvious, plus whatever we might find actually spelled out in the rules. As in, the heavier object might fall faster in the game world, or it might not. DM's discretion. We don't worry about <em>Lightning Bolts</em> diverting to the nearest grounded object, nor about a <em>Fireball</em> using up all the air in a room. Real world physics say it should, but it's not obvious nor is it stated or even hinted at anywhere in the rules.</p><p></p><p>I'm going to forgo replying to the rest of your longer post right now, until I see your response to my "groundwork" proposal. This isn't me being dismissive or impatient. I'm honestly trying to avoid that. I just want to make sure we're starting from some known territory.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6225003, member: 6669384"] Bad manners? The sad fact is that I was irritated, and my long response would have gotten me suspended or banned. On to your longer post... I agree that having the bags burst randomly depending on the weather (local air pressure) would add nothing to the game. PCs generally have no awareness of how many millibars of air pressure there are, and unless certain spells are used, they have no control. Destroying a magic ite, and a good portion of the character's wealth, under circumstances like that would be cruel and arbitrary. Making an underwater adventure/encounter more challenging by limiting the PCs access to Bags of Holding, on the other hand, can add quite a bit to the game. It's a circumstance they are aware of and do have some control over. You're arguing this as a "Physics v Magic" situation, and I agree that magic wins when that happens. I'm arguing that the "physics" (that water weighs something and tends to act like water) is already accounted for in the game. It's not a "physics v magic" situation, its a case where the rules clearly state what happens when a bag gets overloaded. I didn't invent that part any more than I invented encumbrance rules or falling damage. Arguing air pressure variance based on wind or weather? That's an attempt to argue real world physics v magic, and that's why I've been so dismissive of it. Truth be told, I tended to stop reading whenever you strayed in that direction, which is probably why my responses have been so off target. That shows a deep lack of respect on my part, and I'm sorry for it. I should be able to disagree without being a jerk about it. Let's try and lay a groundwork we can agree upon: "Physics" in game should be limited to the common and the obvious, plus whatever we might find actually spelled out in the rules. As in, the heavier object might fall faster in the game world, or it might not. DM's discretion. We don't worry about [I]Lightning Bolts[/I] diverting to the nearest grounded object, nor about a [I]Fireball[/I] using up all the air in a room. Real world physics say it should, but it's not obvious nor is it stated or even hinted at anywhere in the rules. I'm going to forgo replying to the rest of your longer post right now, until I see your response to my "groundwork" proposal. This isn't me being dismissive or impatient. I'm honestly trying to avoid that. I just want to make sure we're starting from some known territory. [/QUOTE]
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