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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Gathering Spell components
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<blockquote data-quote="evildmguy" data-source="post: 8718410" data-attributes="member: 6092"><p>Thanks for the ideas! I'm going to start a LU campaign soon and am glad I can read up on threads like this beforehand. </p><p></p><p>I'm torn on using components. Back in the day, I did use the rules of 3E gaining and having spells and that was enough to limit the spells the casters had access to. The rest of the group was not willing to wait the day per spell level to learn a spell for all spells they wanted. Or there was a time constraint so they had to choose. That worked well but was changed for 3.5 onward. With regards to components, again, the most powerful spells having components limited things well. You can't run around with stoneskin on all the time without it costing a lot! </p><p></p><p>I do like the idea of a generic spell pouch that has X gold of components and just subtract when a component has a cost. I also like gathering spell components and as someone mentioned, assuming they trade up from time to time. </p><p></p><p>I guess what I'm waiting for, or will have to scrounge up and write myself, is the supplement that expands on components, spell foci, and having them make more of a difference in a game. Things like using something to enhance a spell. I have used red gems for fire spells, blue gems for cold, green for poison or acid, etc. More damage, greater range, or other benefits from having components. (I also have real things I can hand out to use for said gems, so it's more fun to track. I hope.) </p><p></p><p>The idea for me is not to penalize but enhance gameplay and give options. I don't want to take away a class ability of casting spells but hopefully give them tough choices to make. Do we sell these gems because we need the coin? Or let the caster use them to bump their spells?</p></blockquote><p></p>
[QUOTE="evildmguy, post: 8718410, member: 6092"] Thanks for the ideas! I'm going to start a LU campaign soon and am glad I can read up on threads like this beforehand. I'm torn on using components. Back in the day, I did use the rules of 3E gaining and having spells and that was enough to limit the spells the casters had access to. The rest of the group was not willing to wait the day per spell level to learn a spell for all spells they wanted. Or there was a time constraint so they had to choose. That worked well but was changed for 3.5 onward. With regards to components, again, the most powerful spells having components limited things well. You can't run around with stoneskin on all the time without it costing a lot! I do like the idea of a generic spell pouch that has X gold of components and just subtract when a component has a cost. I also like gathering spell components and as someone mentioned, assuming they trade up from time to time. I guess what I'm waiting for, or will have to scrounge up and write myself, is the supplement that expands on components, spell foci, and having them make more of a difference in a game. Things like using something to enhance a spell. I have used red gems for fire spells, blue gems for cold, green for poison or acid, etc. More damage, greater range, or other benefits from having components. (I also have real things I can hand out to use for said gems, so it's more fun to track. I hope.) The idea for me is not to penalize but enhance gameplay and give options. I don't want to take away a class ability of casting spells but hopefully give them tough choices to make. Do we sell these gems because we need the coin? Or let the caster use them to bump their spells? [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Gathering Spell components
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