So, just a bit of curiousity here about how others run games.
Many material components are mundane easily available items and the spell components pouch can be full of them.
Some have a cost but also have rather mundane commonplace availability.
But there are a few where it seems like there is a question of "availability" that goes beyond (or may go beyond) just the in-game effects and costs and could also involve time and circumstance.
EXAMPLE: 200gp diamond. Are these ubiquitous and on every shelf in general stores or are these things you have to hunt for, found only in bigger cities at expensive stores and then in limited supply?
EXAMPLE: Ruby worth 999gp (i wonder if it should be held upside down?)
EXAMPLE: A vial of blood from a humanoid killed in the last 24 hours. (Seems obviously not something you can buy ahead of time)
etc etc etc...
So, my question is how difficult do you in your game make the acquisition of material components of non-mundane types for your casters and do you allow a "spellcasting focus" to be used as a more or less generic solution to the more difficult to have (though not defined cost in GP - see blood above) cases?
Trying to get more of a sense of the division (of this forum GMs set) along the spectrum between "pricey components are just a tax on spell casting" view on one side to the "getting non-common components is a story element that plays a big role in gameplay and story" view on the other end and all points between and off-shoots and tangents.
NOTE: Not advocating either way, no right or wrong, just curious as to how much the differences in 5e campaigns are between the campaigns.
Thanks!
EDIT - oh and a sentence or two about WHY or how it has worked out would also be fantastic if you are so inclined.
Many material components are mundane easily available items and the spell components pouch can be full of them.
Some have a cost but also have rather mundane commonplace availability.
But there are a few where it seems like there is a question of "availability" that goes beyond (or may go beyond) just the in-game effects and costs and could also involve time and circumstance.
EXAMPLE: 200gp diamond. Are these ubiquitous and on every shelf in general stores or are these things you have to hunt for, found only in bigger cities at expensive stores and then in limited supply?
EXAMPLE: Ruby worth 999gp (i wonder if it should be held upside down?)
EXAMPLE: A vial of blood from a humanoid killed in the last 24 hours. (Seems obviously not something you can buy ahead of time)
etc etc etc...
So, my question is how difficult do you in your game make the acquisition of material components of non-mundane types for your casters and do you allow a "spellcasting focus" to be used as a more or less generic solution to the more difficult to have (though not defined cost in GP - see blood above) cases?
Trying to get more of a sense of the division (of this forum GMs set) along the spectrum between "pricey components are just a tax on spell casting" view on one side to the "getting non-common components is a story element that plays a big role in gameplay and story" view on the other end and all points between and off-shoots and tangents.
NOTE: Not advocating either way, no right or wrong, just curious as to how much the differences in 5e campaigns are between the campaigns.
Thanks!
EDIT - oh and a sentence or two about WHY or how it has worked out would also be fantastic if you are so inclined.
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