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Balancing Rituals without Gold
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<blockquote data-quote="the_redbeard" data-source="post: 4264098" data-attributes="member: 22644"><p>Make components harvestable from magical creatures.</p><p></p><p>Being detailed in this would take a LOT of work. But you could abstract it, with a very simple formula, something like 1 "comp unit" per hit die of magical critter. A ritual would consume X "comp units" to cast. Tweak the rate to suit your game world.</p><p></p><p>You could likely purchase them from an alchemist if you need more than you've slain, or sell them if you don't use them yourself. So this still could impact your economy, but I think you can manage it. How common is the skill for rituals in your world? The more there are, the more of a demand for the material there will be. There are likely other mitigating factors to prevent this from becoming another source of wealth to compensate for.</p><p></p><p>See Hackmaster's monster manuals (hacklopedias) for inspiration if you want more detail.</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 4264098, member: 22644"] Make components harvestable from magical creatures. Being detailed in this would take a LOT of work. But you could abstract it, with a very simple formula, something like 1 "comp unit" per hit die of magical critter. A ritual would consume X "comp units" to cast. Tweak the rate to suit your game world. You could likely purchase them from an alchemist if you need more than you've slain, or sell them if you don't use them yourself. So this still could impact your economy, but I think you can manage it. How common is the skill for rituals in your world? The more there are, the more of a demand for the material there will be. There are likely other mitigating factors to prevent this from becoming another source of wealth to compensate for. See Hackmaster's monster manuals (hacklopedias) for inspiration if you want more detail. [/QUOTE]
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