D&D 5E Material components

R_J_K75

Legend
I'm not too fussed about what particular things/items/coins/gems go into making up that value. It's up to the players/PCs as to what is actually used.

Only time I care is depending on the material component, its rarity, cost and where they currently are. A player can have all the money they want but if they are looking for a very weird, expensive and obscure item in a back water village with a population of 73 people, try all they want but its just not available.
 

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Lanefan

Victoria Rules
Off hand I dont remember how many pages a spell takes up in a spellbook in 5E or 3E for that matter, but in 2E Im pretty sure that a spell took up "x" amount of pages per level plus 1d(?) pages. This made it rather tricky when adding spells to a spellbook depending if it was a 100 page regular spellbook or the 50 page travelling spellbook. I think in regards to the OP if you're using material components, these factors make a difference too, as you said ink, parchment, etc all adds up.
Our spellbooks default to 300 pages, but as our spells are on average somewhat longer than [level + d4] pages it more or less evens out.

There's huge variance, too. Even at 1st level the range is 1 (Read Magic) to 25 (Identify) pages, with an average of about 6; the average increases as levels go up, to the point where by the time you're casting 7th or 8th level spells you might only be able to squeeze four or five of them into a normal spellbook.
 

R_J_K75

Legend
Our spellbooks default to 300 pages, but as our spells are on average somewhat longer than [level + d4] pages it more or less evens out.

There's huge variance, too. Even at 1st level the range is 1 (Read Magic) to 25 (Identify) pages, with an average of about 6; the average increases as levels go up, to the point where by the time you're casting 7th or 8th level spells you might only be able to squeeze four or five of them into a normal spellbook.
You house rule this?
 


R_J_K75

Legend
Each spell's write-up has a line "Spell book pages" that shows how many it takes.
I liked the variation in spell pages. If I found a spellbook and there was a spell I wanted to copy and it was 5 pages in that book but took me 7, reminded me of copying someone's homework when I was in high school during lunch.
 

Maxperson

Morkus from Orkus
Ho... in 1ed? I had an excel spread sheet for all character's components and I was keeping track of it like a raving madman. Even a failed spell would use up a component. It was really hard being a caster in 1ed...

I started to relax on components in 2nd edition. I have been tracking 1gp+ component ever since.
Spider Climb, and the live spider was as recent as 3.5. 5e just says spider, so I suppose it can be dead now.
 


Maxperson

Morkus from Orkus
Given as the assumption is you're crawling around in dusty old dungeons, finding a spider when you need one should be the least of your worries... :)
It would sure lead to amusing situations.

Human Wizard: "Crud! 2 orcs and I'm almost out of spells. Good thing that I still have Spider Climb!" :::Human wizard drops to his knees and scrambles around looking for spiders:::

Orc #1: "What is he doing?"

Orc #2: "Oh! This is my favorite spell to watch!

Human Wizard: :::Continues to pounce at things on the floor:::

Orc #1: "This IS fun!"

Orc #2: "Yep. The somatic portion is fantastic."
 


Shiroiken

Legend
Spellcasting requires up to 5 "components": verbal, somatic, material, mnemonic (prepared/known), and energy (spell slot). While no one ever considers removing the latter two, for whatever reason the first three are considered "optional" by many. Under normal circumstances spellcasters can and should have easy access to material components or a spellcasting focus, just as they can speak and move their hands, so it becomes relatively unimportant in day to day gaming. However, it's not something that should be ignored completely as there are three reasons why material components should exist.

  1. It gives the DM control on how much powerful magic can be used in the game and when. If I don't want the party to be able to cast Identify at the start of the campaign, they simply won't find a 100 gp pearl. By limiting these non-consumed material components, the DM can put a "soft ban" on some spells until they're ready to deal with it. With clerics and druids having nearly unlimited spell selection, this can be vital for certain campaign structures.
  2. Certain spells are balanced by the consumption of expensive components, especially resurrection magic. Allowing this to be ignored greatly increases the power of these spells, since they can be used limitlessly. Spells such as stoneskin, teleportation circle, greater restoration, revivify/raise dead, hero's feast, and worst of all simulacrum, suddenly become day to day spells, rather than limited utilities to be used only when necessary.
  3. There are several scenarios that become unplayable without them, mostly the "captured" and "survival" types, where the party is supposed to be with limited resources. If you allow the casters to ignore material components you may as well allow the martial characters to ignore the need for weapons and armor in these scenarios too.
 

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