Bags (of holding)

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NeOmega
Posts: 769
Joined: Fri Feb 17, 2012 12:13 pm
Location: Seattle

Re: Bags (of holding)

Unread post by NeOmega »

Hawke wrote:LOL, strongback feat would be good too. But burning up some skill points vs a feat seems to be the same to me.

naw, 1 feat is a more punishing trade for refusing to go to STR 12 so you can put it elsewhere to min-max. STR 12 is plenty. carry some regular potions of bulls strength in case of getting a couple valuable armors. They last for a few minutes.

Sometimes I just walk, until battle, then i drop the armor for the fight.
I also have quite a few odd str 3 items i keep on standby, just in case that adamantine +4 full plate pops up. That is why any boot, sling, dagger, gloves or anything else lightweight with +3 STR is worth at least 10000 gold, imho.
NegInfinity
Posts: 2449
Joined: Wed Feb 05, 2014 11:24 am

Re: Bags (of holding)

Unread post by NegInfinity »

Thorsson wrote:The Strength arguments don't even come into play when we're talking about bags to hold gems or arrows. So why not these?
Also runes. One rune eats one inventory slot. One full plate armor also eats one inventory slot.
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electric mayhem
Posts: 1090
Joined: Thu May 18, 2017 6:51 pm

Re: Bags (of holding)

Unread post by electric mayhem »

Thorsson wrote:The Strength arguments don't even come into play when we're talking about bags to hold gems or arrows. So why not these?
I'd be interested in understanding this too.
Arrows, from a physics point of view, i can understand why we wouldn't want a quiver holding a thousand arrows... even though we can have 100+ stacks of 99x each in our inventory... :?

Gems... just having "something" to put them all in to help organise the inventory would be fantastic.
Feel's strange that we can carry multiple sets of armour and dozens of bulky weapons, yet be fully functional.

Would a change in the carrying limits not be a progressive increase for all? After all, the High STR builds would be able to carry more (still LOTS more than the Low STR builds, so no disadvantage to High STR builds) and the lower STR builds will be able to carry more (perhaps make it through a single dungeon before being encumbered) but still less than STR builds.

The only 'roleplay' reason I can think of why we'd want to put a carrying limitation on our characters is to force them to return to a town as part of a Restock/Rest RP cycle. That I agree with... it's what an adventurer would do. Potentially helps slow down those that would loot all the dungeons on the server in a single rest cycle?

Is this then a case of attempting to limit the performance and convenience of the minority, at the expense of the majority?

Let's keep the discussion healthy and respectful people. It's just a game after all.



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