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Fixing spellcasting components
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<blockquote data-quote="M_Natas" data-source="post: 9181640" data-attributes="member: 7025918"><p>After reading a lot of discussions here about Caster/Martial imbalances and that one of the things to keep caster power just check is barley used or actively ignored at a lot tables: Spell Components (V,S,M), I had an Idea on how to fix that problem with a simple homebrew rule.</p><p></p><p>So first: why is V,S,M so readily ignored? Because it is a hassle to look it up every time, if the spell has one, two or all of those components.</p><p>It is easily forgettable and only ever comes up, when the DM rembers to ask in a certain situation (like sneaking) if a spell has a verbal component.</p><p></p><p>So I would propose a paradigm shift for spell casting components.</p><p>At the moment be 5E Raw a Spell is considered to have no components, unless otherwise noted in the spell description. So the default is: spells don't need components, unless otherwise noted.</p><p></p><p>That means you always have to look up, if a spell has V, S, M. That takes mental capacity, time and energy. That is why it is often ignored and people go for the default (no components). Also looking up, if you have a negative thing for your spellnis also psychologically bad for a game. "Yeah, just let me see if I have a negative effect, that could stop me from casting this spell ..." is not ideal game design.</p><p></p><p>But when we inverse that, it makes the game easier and removes the psychologically bad parts of that design decision.</p><p></p><p>So here is the Homebrew-Rule:</p><p></p><p><strong>By default, all Spells have a Verbal, Somatic and Material (need of spellcasting focus or other Material noted in spell description) component.</strong></p><p><strong></strong></p><p><strong>While you cast a spell, by default that is audible in a 30ft range, visible and you need a material to cast it.</strong></p><p><strong></strong></p><p><strong>Spells can have the following tags:</strong></p><p> <strong>- silent (no verbal component needed)</strong></p><p> <strong>- subtle (no somatic component needed)</strong></p><p> <strong>- substanceless (no material component needed)</strong></p><p></p><p>So, now if a PC casts a spell, by default it is an visible, audible act - but if he has the need to do it silently and subtly, he can look it up and gets a benefit for looking it up. Now it is psychologically rewarding to look up spell components, because it will give you a benefit in the game instead of punishing you and one of the balancing mechanisms of spells is more easily useable.</p><p></p><p>I think reversing the paradigm of spellcasting components will improve the play of casters at most tables and will also now remove cognitive load for the DM, because now the players will remind him if they cast a spell that is silent or subtle if the situation weren't for silent or subtle spellcasting.</p><p></p><p>What do you guys think about that?</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9181640, member: 7025918"] After reading a lot of discussions here about Caster/Martial imbalances and that one of the things to keep caster power just check is barley used or actively ignored at a lot tables: Spell Components (V,S,M), I had an Idea on how to fix that problem with a simple homebrew rule. So first: why is V,S,M so readily ignored? Because it is a hassle to look it up every time, if the spell has one, two or all of those components. It is easily forgettable and only ever comes up, when the DM rembers to ask in a certain situation (like sneaking) if a spell has a verbal component. So I would propose a paradigm shift for spell casting components. At the moment be 5E Raw a Spell is considered to have no components, unless otherwise noted in the spell description. So the default is: spells don't need components, unless otherwise noted. That means you always have to look up, if a spell has V, S, M. That takes mental capacity, time and energy. That is why it is often ignored and people go for the default (no components). Also looking up, if you have a negative thing for your spellnis also psychologically bad for a game. "Yeah, just let me see if I have a negative effect, that could stop me from casting this spell ..." is not ideal game design. But when we inverse that, it makes the game easier and removes the psychologically bad parts of that design decision. So here is the Homebrew-Rule: [B]By default, all Spells have a Verbal, Somatic and Material (need of spellcasting focus or other Material noted in spell description) component. While you cast a spell, by default that is audible in a 30ft range, visible and you need a material to cast it. Spells can have the following tags:[/B] [B]- silent (no verbal component needed)[/B] [B]- subtle (no somatic component needed)[/B] [B]- substanceless (no material component needed)[/B] So, now if a PC casts a spell, by default it is an visible, audible act - but if he has the need to do it silently and subtly, he can look it up and gets a benefit for looking it up. Now it is psychologically rewarding to look up spell components, because it will give you a benefit in the game instead of punishing you and one of the balancing mechanisms of spells is more easily useable. I think reversing the paradigm of spellcasting components will improve the play of casters at most tables and will also now remove cognitive load for the DM, because now the players will remind him if they cast a spell that is silent or subtle if the situation weren't for silent or subtle spellcasting. What do you guys think about that? [/QUOTE]
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