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Why the heck are bags of holding so heavy?
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<blockquote data-quote="Jhulae" data-source="post: 3271774" data-attributes="member: 16958"><p>Except, what I house ruled did have a lot to do with what you brought up..</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Your rule, and correct me if I'm wrong, is that the sack weighs as much as a normal sack all the time. If that's the case, it most certainly is broken, for reasons I've already explained, but will reiterate. And, my comment wasn't snarky. I am genuinely interested in what happens in the campaign. Although, I'm not sure what role you play in it (GM or Player.. your posts have said you to be both).</p><p></p><p></p><p></p><p>Because, for 10k, the bag type 4 becomes a *must have* item for every adventurerer in a party to get multiples each. At 60 lbs, only the strongest characters actively carry a Type IV around.. Now, since they weigh 1 lb each, every member will have one or multiples. Even the wimpy str 8 Wizard who used to be relegated to a 5 lb haversack (and 120 lbs of capacity) can carry 5 of them (with 7500 lbs of capacity).</p><p></p><p>Sure, at 10k each, they're not cheap. But, when you can stuff each bag with 1500 lbs of treasure, suddenly, instead of being able to haul (assuming two Type IVs in a full party) 3000 lbs of statues, works of art, ancient texts, etc., the party can haul 18000 lbs of loot (assuming 3 each). The bags *more* than pay for themselves via the sheer amount of junk the party can take with them now. At no penalty. Stuff they would have been forced to pick and choose between. Honestly, they can afford to take everything not nailed down now, because some collector somewhere would probably pay for it. Even that huge pile of copper (the one no party would bother with because it's so heavy for the low value) becomes attractive.</p><p></p><p>Heck, if there's a big stone chest that has a trap on it the rogue isn't sure about picking, now you can *easily* afford to take it with you for a hired rogue to open, what with so much space available. And, even barring the weight, some light but pricy items may take up valuable space in the bag. Not an issue anymore.</p><p></p><p>Making the bags weightless (or near enough) when full makes them overly powerful for what they're priced at, as any adventuring party worth their salt can <strong>easily</strong> have the bags pay for themselves many times over, leading to gross party over-wealth. That's what's game breaking. It turns even a non-"Monty Haul" game into one, as the party *can* haul whatever they want now with no restrictions.</p></blockquote><p></p>
[QUOTE="Jhulae, post: 3271774, member: 16958"] Except, what I house ruled did have a lot to do with what you brought up.. Your rule, and correct me if I'm wrong, is that the sack weighs as much as a normal sack all the time. If that's the case, it most certainly is broken, for reasons I've already explained, but will reiterate. And, my comment wasn't snarky. I am genuinely interested in what happens in the campaign. Although, I'm not sure what role you play in it (GM or Player.. your posts have said you to be both). Because, for 10k, the bag type 4 becomes a *must have* item for every adventurerer in a party to get multiples each. At 60 lbs, only the strongest characters actively carry a Type IV around.. Now, since they weigh 1 lb each, every member will have one or multiples. Even the wimpy str 8 Wizard who used to be relegated to a 5 lb haversack (and 120 lbs of capacity) can carry 5 of them (with 7500 lbs of capacity). Sure, at 10k each, they're not cheap. But, when you can stuff each bag with 1500 lbs of treasure, suddenly, instead of being able to haul (assuming two Type IVs in a full party) 3000 lbs of statues, works of art, ancient texts, etc., the party can haul 18000 lbs of loot (assuming 3 each). The bags *more* than pay for themselves via the sheer amount of junk the party can take with them now. At no penalty. Stuff they would have been forced to pick and choose between. Honestly, they can afford to take everything not nailed down now, because some collector somewhere would probably pay for it. Even that huge pile of copper (the one no party would bother with because it's so heavy for the low value) becomes attractive. Heck, if there's a big stone chest that has a trap on it the rogue isn't sure about picking, now you can *easily* afford to take it with you for a hired rogue to open, what with so much space available. And, even barring the weight, some light but pricy items may take up valuable space in the bag. Not an issue anymore. Making the bags weightless (or near enough) when full makes them overly powerful for what they're priced at, as any adventuring party worth their salt can [b]easily[/b] have the bags pay for themselves many times over, leading to gross party over-wealth. That's what's game breaking. It turns even a non-"Monty Haul" game into one, as the party *can* haul whatever they want now with no restrictions. [/QUOTE]
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Why the heck are bags of holding so heavy?
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