Are bags of holding fireproof? Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 23, 2019 at 23:30 UTC (7:30pm US/Eastern)Locking dimensions together; immovable rods and bags of holdingCan a Bag of Holding be opened from the inside?What would happen if you opened a Bag of Holding underwater?Are there price lists for magic items, such as the Bag of Holding?Is it possible to stuff a Bag of Holding inside another Bag of Holding?Sharp objects in a Bag of HoldingDoes a Bag of Holding look full?How can you get rid of smoke?Can you cast Lighten Object or Shrink on Bag of Holding?Can multiple Bags of Holding banish Tiamat?
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Are bags of holding fireproof?
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Are bags of holding fireproof?
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 23, 2019 at 23:30 UTC (7:30pm US/Eastern)Locking dimensions together; immovable rods and bags of holdingCan a Bag of Holding be opened from the inside?What would happen if you opened a Bag of Holding underwater?Are there price lists for magic items, such as the Bag of Holding?Is it possible to stuff a Bag of Holding inside another Bag of Holding?Sharp objects in a Bag of HoldingDoes a Bag of Holding look full?How can you get rid of smoke?Can you cast Lighten Object or Shrink on Bag of Holding?Can multiple Bags of Holding banish Tiamat?
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$begingroup$
I was wondering if we could make a campfire, and then in an emergency, scoop said fire into the bag of holding to prevent the smoke from giving away our position.
Are they fireproof from the inside?
dnd-5e magic-items
$endgroup$
add a comment |
$begingroup$
I was wondering if we could make a campfire, and then in an emergency, scoop said fire into the bag of holding to prevent the smoke from giving away our position.
Are they fireproof from the inside?
dnd-5e magic-items
$endgroup$
add a comment |
$begingroup$
I was wondering if we could make a campfire, and then in an emergency, scoop said fire into the bag of holding to prevent the smoke from giving away our position.
Are they fireproof from the inside?
dnd-5e magic-items
$endgroup$
I was wondering if we could make a campfire, and then in an emergency, scoop said fire into the bag of holding to prevent the smoke from giving away our position.
Are they fireproof from the inside?
dnd-5e magic-items
dnd-5e magic-items
edited 12 hours ago
NathanS
27.3k9133288
27.3k9133288
asked 13 hours ago
ThatguyThatguy
1,46031348
1,46031348
add a comment |
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
No, it is not fireproof
The general rules for damaging magic items says:
Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy. (DMG 141)
Thus, most magic items (of which a bag of holding is one) are in fact only resistant to fire damage and not fireproof (immune to fire damage).
The bag of holding does not give any indication that it is an exception to this and, in fact, details some additional ways it can get damaged:
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
So, by default, this item is not fireproof which makes sense because it is still just a bag (albeit a magical one). As always, your DM is more than welcome to rule otherwise though.
Exactly how much damage scooping a fire into the bag would do to it and how long it would burn in there (it has a limited amount of oxygen) will be up to your DM. Given that it does have resistance (and depending on how much damage the fire does), you might be able to get away with this trick once without actually destroying the item (which only would happen when you bring its HP to 0).
$endgroup$
add a comment |
$begingroup$
Probably not.
The rules text for the bag of holding say,
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
It doesn't actually say 'burned'. So are piercing and tearing the ONLY things that can destroy a bag of holding, or is any physical damage sufficient, and this represents an additional rule of some kind?
On p.141 of the Dungeon Master's Guide, we have the "Magic Item Resilience" rule, which says items are "at least as durable as non-magical items of their kind", and generally "have resistance to all damage". Resistance is not immunity, and normal bags aren't immune to fire, so the bag clearly can be burned; but we don't know how much damage is necessary to destroy a normal bag. (It probably isn't much.)
It seems to me that the intent here is, despite being magical, the bag is still essentially a bag, and can be destroyed by things that would damage or destroy a bag's physical form. This would include burning -- I suspect the specific rule about piercing and tearing is merely saying such effects are extra destructive to a bag of holding -- maybe the bag doesn't get resistance against those damage types.
In any case, it seems clear that fire can indeed harm a bag of holding, but it's up to the DM as to how much damage it would take to destroy the bag.
$endgroup$
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
add a comment |
$begingroup$
There are ways to build fire so that the smoke does not rise into a straight column, but instead is diffused and thus less perceptible. For example, look at the Dakota Fire Pit which is according to the author detailed in both the US Army Survival Field Manual and the Ranger Handbook.
The essentials are that:
- The fire is in a pit, with no visible flame above ground giving away your position.
- The fire burns hotter, so there is less smoke.
- The pit should be located close to the base of a tree, so that the smoke is dispersed by the branches instead of rising in a clear column.
- "Dousing" the fire is as simple as dumping sand/clay in both the main pit and the fresh air chimney (no water!).
And all that, and more, should be covered by a Wisdom (Survival) check. I just added the details to improve your role-play description.
I've used this in the past in the 3.5 edition; with the following understanding:
- Small and smart parties would tend to try and hide their fire outside of their territories, to avoid getting spotted from miles at night. It was implicit that the party would use this method by default, unless otherwise specified.
- At close proximity, the smell of the smoke could still be detected, though I do not remember the exact distance, it was affected by the direction of the wind: half-distance upwind, double-distance downwind.
- If not built correctly, it could potentially still be seen (directly or indirectly), which a Spot vs Survival check covered, with usual modifiers in the forest, etc...
As an adaptation to 5.0, I would expect that only someone who has experience traveling in the wild in small parties would know of this: something you would expect from a Barbarian or Ranger and the Outlander background or the Solider (Scout) background, but not from a Fighter with the Sailor background.
And from a check point of view, an opposed roll between Wisdom (Perception) and Wisdom (Survival); with some Advantage/Disadvantage based on terrain conditions -- easier to hide in a dense forest rather than on rolling plains -- and wind direction.
$endgroup$
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
|
show 3 more comments
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
No, it is not fireproof
The general rules for damaging magic items says:
Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy. (DMG 141)
Thus, most magic items (of which a bag of holding is one) are in fact only resistant to fire damage and not fireproof (immune to fire damage).
The bag of holding does not give any indication that it is an exception to this and, in fact, details some additional ways it can get damaged:
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
So, by default, this item is not fireproof which makes sense because it is still just a bag (albeit a magical one). As always, your DM is more than welcome to rule otherwise though.
Exactly how much damage scooping a fire into the bag would do to it and how long it would burn in there (it has a limited amount of oxygen) will be up to your DM. Given that it does have resistance (and depending on how much damage the fire does), you might be able to get away with this trick once without actually destroying the item (which only would happen when you bring its HP to 0).
$endgroup$
add a comment |
$begingroup$
No, it is not fireproof
The general rules for damaging magic items says:
Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy. (DMG 141)
Thus, most magic items (of which a bag of holding is one) are in fact only resistant to fire damage and not fireproof (immune to fire damage).
The bag of holding does not give any indication that it is an exception to this and, in fact, details some additional ways it can get damaged:
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
So, by default, this item is not fireproof which makes sense because it is still just a bag (albeit a magical one). As always, your DM is more than welcome to rule otherwise though.
Exactly how much damage scooping a fire into the bag would do to it and how long it would burn in there (it has a limited amount of oxygen) will be up to your DM. Given that it does have resistance (and depending on how much damage the fire does), you might be able to get away with this trick once without actually destroying the item (which only would happen when you bring its HP to 0).
$endgroup$
add a comment |
$begingroup$
No, it is not fireproof
The general rules for damaging magic items says:
Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy. (DMG 141)
Thus, most magic items (of which a bag of holding is one) are in fact only resistant to fire damage and not fireproof (immune to fire damage).
The bag of holding does not give any indication that it is an exception to this and, in fact, details some additional ways it can get damaged:
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
So, by default, this item is not fireproof which makes sense because it is still just a bag (albeit a magical one). As always, your DM is more than welcome to rule otherwise though.
Exactly how much damage scooping a fire into the bag would do to it and how long it would burn in there (it has a limited amount of oxygen) will be up to your DM. Given that it does have resistance (and depending on how much damage the fire does), you might be able to get away with this trick once without actually destroying the item (which only would happen when you bring its HP to 0).
$endgroup$
No, it is not fireproof
The general rules for damaging magic items says:
Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy. (DMG 141)
Thus, most magic items (of which a bag of holding is one) are in fact only resistant to fire damage and not fireproof (immune to fire damage).
The bag of holding does not give any indication that it is an exception to this and, in fact, details some additional ways it can get damaged:
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
So, by default, this item is not fireproof which makes sense because it is still just a bag (albeit a magical one). As always, your DM is more than welcome to rule otherwise though.
Exactly how much damage scooping a fire into the bag would do to it and how long it would burn in there (it has a limited amount of oxygen) will be up to your DM. Given that it does have resistance (and depending on how much damage the fire does), you might be able to get away with this trick once without actually destroying the item (which only would happen when you bring its HP to 0).
edited 5 hours ago
A Very Large Bear
1,597726
1,597726
answered 7 hours ago
RubiksmooseRubiksmoose
62.4k10301458
62.4k10301458
add a comment |
add a comment |
$begingroup$
Probably not.
The rules text for the bag of holding say,
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
It doesn't actually say 'burned'. So are piercing and tearing the ONLY things that can destroy a bag of holding, or is any physical damage sufficient, and this represents an additional rule of some kind?
On p.141 of the Dungeon Master's Guide, we have the "Magic Item Resilience" rule, which says items are "at least as durable as non-magical items of their kind", and generally "have resistance to all damage". Resistance is not immunity, and normal bags aren't immune to fire, so the bag clearly can be burned; but we don't know how much damage is necessary to destroy a normal bag. (It probably isn't much.)
It seems to me that the intent here is, despite being magical, the bag is still essentially a bag, and can be destroyed by things that would damage or destroy a bag's physical form. This would include burning -- I suspect the specific rule about piercing and tearing is merely saying such effects are extra destructive to a bag of holding -- maybe the bag doesn't get resistance against those damage types.
In any case, it seems clear that fire can indeed harm a bag of holding, but it's up to the DM as to how much damage it would take to destroy the bag.
$endgroup$
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
add a comment |
$begingroup$
Probably not.
The rules text for the bag of holding say,
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
It doesn't actually say 'burned'. So are piercing and tearing the ONLY things that can destroy a bag of holding, or is any physical damage sufficient, and this represents an additional rule of some kind?
On p.141 of the Dungeon Master's Guide, we have the "Magic Item Resilience" rule, which says items are "at least as durable as non-magical items of their kind", and generally "have resistance to all damage". Resistance is not immunity, and normal bags aren't immune to fire, so the bag clearly can be burned; but we don't know how much damage is necessary to destroy a normal bag. (It probably isn't much.)
It seems to me that the intent here is, despite being magical, the bag is still essentially a bag, and can be destroyed by things that would damage or destroy a bag's physical form. This would include burning -- I suspect the specific rule about piercing and tearing is merely saying such effects are extra destructive to a bag of holding -- maybe the bag doesn't get resistance against those damage types.
In any case, it seems clear that fire can indeed harm a bag of holding, but it's up to the DM as to how much damage it would take to destroy the bag.
$endgroup$
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
add a comment |
$begingroup$
Probably not.
The rules text for the bag of holding say,
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
It doesn't actually say 'burned'. So are piercing and tearing the ONLY things that can destroy a bag of holding, or is any physical damage sufficient, and this represents an additional rule of some kind?
On p.141 of the Dungeon Master's Guide, we have the "Magic Item Resilience" rule, which says items are "at least as durable as non-magical items of their kind", and generally "have resistance to all damage". Resistance is not immunity, and normal bags aren't immune to fire, so the bag clearly can be burned; but we don't know how much damage is necessary to destroy a normal bag. (It probably isn't much.)
It seems to me that the intent here is, despite being magical, the bag is still essentially a bag, and can be destroyed by things that would damage or destroy a bag's physical form. This would include burning -- I suspect the specific rule about piercing and tearing is merely saying such effects are extra destructive to a bag of holding -- maybe the bag doesn't get resistance against those damage types.
In any case, it seems clear that fire can indeed harm a bag of holding, but it's up to the DM as to how much damage it would take to destroy the bag.
$endgroup$
Probably not.
The rules text for the bag of holding say,
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed...
It doesn't actually say 'burned'. So are piercing and tearing the ONLY things that can destroy a bag of holding, or is any physical damage sufficient, and this represents an additional rule of some kind?
On p.141 of the Dungeon Master's Guide, we have the "Magic Item Resilience" rule, which says items are "at least as durable as non-magical items of their kind", and generally "have resistance to all damage". Resistance is not immunity, and normal bags aren't immune to fire, so the bag clearly can be burned; but we don't know how much damage is necessary to destroy a normal bag. (It probably isn't much.)
It seems to me that the intent here is, despite being magical, the bag is still essentially a bag, and can be destroyed by things that would damage or destroy a bag's physical form. This would include burning -- I suspect the specific rule about piercing and tearing is merely saying such effects are extra destructive to a bag of holding -- maybe the bag doesn't get resistance against those damage types.
In any case, it seems clear that fire can indeed harm a bag of holding, but it's up to the DM as to how much damage it would take to destroy the bag.
edited 6 hours ago
answered 8 hours ago
Darth PseudonymDarth Pseudonym
16.3k34188
16.3k34188
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
add a comment |
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
4
4
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
$begingroup$
You might improve this answer with reference to DMG 141 on Magic Item Resilience.
$endgroup$
– Slagmoth
8 hours ago
add a comment |
$begingroup$
There are ways to build fire so that the smoke does not rise into a straight column, but instead is diffused and thus less perceptible. For example, look at the Dakota Fire Pit which is according to the author detailed in both the US Army Survival Field Manual and the Ranger Handbook.
The essentials are that:
- The fire is in a pit, with no visible flame above ground giving away your position.
- The fire burns hotter, so there is less smoke.
- The pit should be located close to the base of a tree, so that the smoke is dispersed by the branches instead of rising in a clear column.
- "Dousing" the fire is as simple as dumping sand/clay in both the main pit and the fresh air chimney (no water!).
And all that, and more, should be covered by a Wisdom (Survival) check. I just added the details to improve your role-play description.
I've used this in the past in the 3.5 edition; with the following understanding:
- Small and smart parties would tend to try and hide their fire outside of their territories, to avoid getting spotted from miles at night. It was implicit that the party would use this method by default, unless otherwise specified.
- At close proximity, the smell of the smoke could still be detected, though I do not remember the exact distance, it was affected by the direction of the wind: half-distance upwind, double-distance downwind.
- If not built correctly, it could potentially still be seen (directly or indirectly), which a Spot vs Survival check covered, with usual modifiers in the forest, etc...
As an adaptation to 5.0, I would expect that only someone who has experience traveling in the wild in small parties would know of this: something you would expect from a Barbarian or Ranger and the Outlander background or the Solider (Scout) background, but not from a Fighter with the Sailor background.
And from a check point of view, an opposed roll between Wisdom (Perception) and Wisdom (Survival); with some Advantage/Disadvantage based on terrain conditions -- easier to hide in a dense forest rather than on rolling plains -- and wind direction.
$endgroup$
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
|
show 3 more comments
$begingroup$
There are ways to build fire so that the smoke does not rise into a straight column, but instead is diffused and thus less perceptible. For example, look at the Dakota Fire Pit which is according to the author detailed in both the US Army Survival Field Manual and the Ranger Handbook.
The essentials are that:
- The fire is in a pit, with no visible flame above ground giving away your position.
- The fire burns hotter, so there is less smoke.
- The pit should be located close to the base of a tree, so that the smoke is dispersed by the branches instead of rising in a clear column.
- "Dousing" the fire is as simple as dumping sand/clay in both the main pit and the fresh air chimney (no water!).
And all that, and more, should be covered by a Wisdom (Survival) check. I just added the details to improve your role-play description.
I've used this in the past in the 3.5 edition; with the following understanding:
- Small and smart parties would tend to try and hide their fire outside of their territories, to avoid getting spotted from miles at night. It was implicit that the party would use this method by default, unless otherwise specified.
- At close proximity, the smell of the smoke could still be detected, though I do not remember the exact distance, it was affected by the direction of the wind: half-distance upwind, double-distance downwind.
- If not built correctly, it could potentially still be seen (directly or indirectly), which a Spot vs Survival check covered, with usual modifiers in the forest, etc...
As an adaptation to 5.0, I would expect that only someone who has experience traveling in the wild in small parties would know of this: something you would expect from a Barbarian or Ranger and the Outlander background or the Solider (Scout) background, but not from a Fighter with the Sailor background.
And from a check point of view, an opposed roll between Wisdom (Perception) and Wisdom (Survival); with some Advantage/Disadvantage based on terrain conditions -- easier to hide in a dense forest rather than on rolling plains -- and wind direction.
$endgroup$
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
|
show 3 more comments
$begingroup$
There are ways to build fire so that the smoke does not rise into a straight column, but instead is diffused and thus less perceptible. For example, look at the Dakota Fire Pit which is according to the author detailed in both the US Army Survival Field Manual and the Ranger Handbook.
The essentials are that:
- The fire is in a pit, with no visible flame above ground giving away your position.
- The fire burns hotter, so there is less smoke.
- The pit should be located close to the base of a tree, so that the smoke is dispersed by the branches instead of rising in a clear column.
- "Dousing" the fire is as simple as dumping sand/clay in both the main pit and the fresh air chimney (no water!).
And all that, and more, should be covered by a Wisdom (Survival) check. I just added the details to improve your role-play description.
I've used this in the past in the 3.5 edition; with the following understanding:
- Small and smart parties would tend to try and hide their fire outside of their territories, to avoid getting spotted from miles at night. It was implicit that the party would use this method by default, unless otherwise specified.
- At close proximity, the smell of the smoke could still be detected, though I do not remember the exact distance, it was affected by the direction of the wind: half-distance upwind, double-distance downwind.
- If not built correctly, it could potentially still be seen (directly or indirectly), which a Spot vs Survival check covered, with usual modifiers in the forest, etc...
As an adaptation to 5.0, I would expect that only someone who has experience traveling in the wild in small parties would know of this: something you would expect from a Barbarian or Ranger and the Outlander background or the Solider (Scout) background, but not from a Fighter with the Sailor background.
And from a check point of view, an opposed roll between Wisdom (Perception) and Wisdom (Survival); with some Advantage/Disadvantage based on terrain conditions -- easier to hide in a dense forest rather than on rolling plains -- and wind direction.
$endgroup$
There are ways to build fire so that the smoke does not rise into a straight column, but instead is diffused and thus less perceptible. For example, look at the Dakota Fire Pit which is according to the author detailed in both the US Army Survival Field Manual and the Ranger Handbook.
The essentials are that:
- The fire is in a pit, with no visible flame above ground giving away your position.
- The fire burns hotter, so there is less smoke.
- The pit should be located close to the base of a tree, so that the smoke is dispersed by the branches instead of rising in a clear column.
- "Dousing" the fire is as simple as dumping sand/clay in both the main pit and the fresh air chimney (no water!).
And all that, and more, should be covered by a Wisdom (Survival) check. I just added the details to improve your role-play description.
I've used this in the past in the 3.5 edition; with the following understanding:
- Small and smart parties would tend to try and hide their fire outside of their territories, to avoid getting spotted from miles at night. It was implicit that the party would use this method by default, unless otherwise specified.
- At close proximity, the smell of the smoke could still be detected, though I do not remember the exact distance, it was affected by the direction of the wind: half-distance upwind, double-distance downwind.
- If not built correctly, it could potentially still be seen (directly or indirectly), which a Spot vs Survival check covered, with usual modifiers in the forest, etc...
As an adaptation to 5.0, I would expect that only someone who has experience traveling in the wild in small parties would know of this: something you would expect from a Barbarian or Ranger and the Outlander background or the Solider (Scout) background, but not from a Fighter with the Sailor background.
And from a check point of view, an opposed roll between Wisdom (Perception) and Wisdom (Survival); with some Advantage/Disadvantage based on terrain conditions -- easier to hide in a dense forest rather than on rolling plains -- and wind direction.
edited 6 hours ago
answered 6 hours ago
Matthieu M.Matthieu M.
5,13831935
5,13831935
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
|
show 3 more comments
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
1
1
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
There is also a reason cold camps are a thing amongst those not wanting to be seen during night. Sometimes that fire just isn't a good idea.
$endgroup$
– NautArch
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
@NautArch: Sure, but when the temperatures drop too low, it's necessary to have a fire, and when camping for a month at a time, cold camping every night is draining for the morale.
$endgroup$
– Matthieu M.
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
$begingroup$
Very true, but just saying that the cold camp is often used when you don't want to be seen. This might work better as an answer if you can discuss how you've used, if there was a mechanic or if you just handwaved fires and if you/your players felt it lessened the impact of night rest and the risks involved while in enemy territory.
$endgroup$
– NautArch
6 hours ago
1
1
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@NautArch: I've added my experience, though it was with 3.5, with suggestions of adaptation for 5.0.
$endgroup$
– Matthieu M.
5 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
$begingroup$
@MatthieuM. I'm an avid camper, and I continue camping even when the temperature is below freezing. I do not use a fire to provide warmth at night. Among serious outdoor adventurers, many consider it bad form to be so unprepared that you require a fire. The only time I have ever needed a fire to stay warm at night was once when we were caught out on a day hike unexpectedly and had to sleep with no camp gear and some others were unprepared... I gave all my extra clothes to others, left myself in shorts+tshirt when it was a few degrees above freezing; that's the only time a fire was necessary.
$endgroup$
– Aaron
3 hours ago
|
show 3 more comments
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