sam500 said:This thread is reminding me too much of rules.
I try to follow this "rule" too. If someone does (or suggests) something cool, I let the players do it. I have explicitly told players this at the start of campaigns.STARP_Social_Officer said:I've become very lax with the rules if my players want to do something cool. Basically, in my view, "cool" transcends the rules.
Really?Kamikaze Midget said:I think the earlier editions have been very clear that the DM can and should say "No" at the merest hint of diversion from what he wants.
Ahhhhhh, ok! Now your previous post makes sense to meMetus said:That being said, what I took from your original post was, "I let a player start his new PC with a bag of holding." That's what concerned me. I assumed, perhaps incorrectly, that the new PC was first level. The cheapest bag of holding is Type I (DMG pg. 248) given a price of 2,500 gp. What I would be an always "consider no" DM about is having a 1st level PC start with an item with a market value of 2,500 gp, which is almost the wealth amount he should have at 3rd level. If he decides to sell it for half, at 1,250 gp, then he has slightly more gp then he should have for his entire first level.
Assuming I gave all the 1st level PCs the same deal, I'd be fine with this. What are they going to do with the money? Buy a +1 armor? 1 point of AC won't kill the game--it might even be a character hook.Metus said:What I would be an always "consider no" DM about is having a 1st level PC start with an item with a market value of 2,500 gp, which is almost the wealth amount he should have at 3rd level. If he decides to sell it for half, at 1,250 gp, then he has slightly more gp then he should have for his entire first level.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.