AbdulAlhazred
Legend
Right, so we played a LOT of D&D/AD&D and there are a LOT of spell component rules. The problem is, they are kinda like the training rules... Honestly I don't even think Gygax really took that stuff too seriously in play. I mean, its not even just a little hard to implement! There's dozens, at high levels hundreds, of components to consider and no rules at all for their acquisition. I mean, it SOUNDS cool, but if you actually religiously attempt to keep any sort of accurate reckoning of what you have its worse than a nightmare! My conclusion was, and mostly how we played was, that the GM sort of just let you slide on exactly what you had. If you need 1000gp pearl, well that might be a problem, but a pinch of bat guano? How much is a pinch? How hard is it to find? Do people sell bat guano? I mean, who knows, dude you got some! Maybe if you devise a plan that somehow involves shooting fireballs all day, you might run into a problem, perhaps, if the GM really wants to go there.And for the record, I don't use component bags. For me it is more immersive to use the actual components.
Stuff like spikes and tinderboxes and crap, its pretty much the same thing. Yeah, maybe you write it all down on your sheet at level 1, but you never ever go back and worry about it ever again. When door spiking time comes up, you're covered. Do you ever run out? Hell no! I can attest that 99.9% of all AD&D games ever run work exactly like this, I must have played in AT LEAST 100 different games, with easily 40 different DMs. Yeah, 1 or 2, always new to DMing, did the old GUNG HO INVENTORY! thing, for about the first 3 sessions. Then they learned.