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General Tabletop Discussion
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How do you deal with expensive material components in your campaigns?
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<blockquote data-quote="delericho" data-source="post: 8901557" data-attributes="member: 22424"><p>In my case, we never had to deal with anything more exotic than some diamond dust for <em>stoneskin</em>, and the region the campaign took place in had no settlements above a certain size (in one case, the setting was Lamordia in Ravenloft, so there was <em>no</em> opportunity to find a bigger settlement). Since I didn't want to semi-arbitrarily block the casting of some spells, it was therefore a simple gold exchange.</p><p></p><p>In a more elaborate campaign, I might limit some of the more unique items (such as the keys for <em>plane shift</em> for example). But since it hasn't come up, I haven't made any real decisions there.</p><p></p><p></p><p>As far as I can see, material components do two jobs: they add some flavour to spellcasting, and the expensive ones add some balance to more powerful spells. Except that I don't think they do an especially good job of either - the balance of spells is already fairly wild, so adding expensive components doesn't actually help; and most spellcasters now use focuses to skip using expensive material components anyway.</p><p></p><p>So for the most part I chalk them up as being "too much hassle to be worthwhile", and accept that the story is therefore a little weird.</p></blockquote><p></p>
[QUOTE="delericho, post: 8901557, member: 22424"] In my case, we never had to deal with anything more exotic than some diamond dust for [I]stoneskin[/I], and the region the campaign took place in had no settlements above a certain size (in one case, the setting was Lamordia in Ravenloft, so there was [I]no[/I] opportunity to find a bigger settlement). Since I didn't want to semi-arbitrarily block the casting of some spells, it was therefore a simple gold exchange. In a more elaborate campaign, I might limit some of the more unique items (such as the keys for [I]plane shift[/I] for example). But since it hasn't come up, I haven't made any real decisions there. As far as I can see, material components do two jobs: they add some flavour to spellcasting, and the expensive ones add some balance to more powerful spells. Except that I don't think they do an especially good job of either - the balance of spells is already fairly wild, so adding expensive components doesn't actually help; and most spellcasters now use focuses to skip using expensive material components anyway. So for the most part I chalk them up as being "too much hassle to be worthwhile", and accept that the story is therefore a little weird. [/QUOTE]
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How do you deal with expensive material components in your campaigns?
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