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General Tabletop Discussion
*Dungeons & Dragons
hand use rules of D&D: object interaction, spellcasting focus and components
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<blockquote data-quote="Li Shenron" data-source="post: 7161946" data-attributes="member: 1465"><p>I don't like them either. I don't think they make the game any better or more interesting. I would also want simplicity and consistency.</p><p></p><p>1) A first really simple idea could be: </p><p></p><p>- <em>all spells </em>have <strong>verbal </strong>and <strong>somatic</strong> components, period ("material" components don't exist); no more need to check anything if all spells work the same</p><p></p><p>- <strong>verbal</strong> means the usual thing: you must be able to speak clearly (as loud as normal conversation), you can't do it if silenced or gagged</p><p></p><p>- <strong>somatic</strong> means you need one free hand, but it's up to you to describe it as waving a wand/symbol/whatever, sprinkling ingredients, or just gesturing (make the latter always working as a backup choice, so that it's not inherently a penalty to choose something else)</p><p></p><p>- you can still add a requirement for <em>expensive</em> ingredients to a few specific spells</p><p></p><p>2) A complication on the previous idea, for more tactical variety, could be made by adding these:</p><p></p><p>- some spells are "magic words", i.e. don't need the somatic component</p><p></p><p>- some spells are "silent spells", i.e. don't need the verbal component</p><p></p><p>Apart from still not having material components, how is this different from the normal rules? It's all in the <em>presentation</em> of the spells! The normal rules require you to check which components a spell has. In this variant, you assume both components <em>unless</em> the spell is marked as "word" or "silent". IMO it would be more comfortable.</p><p></p><p>------</p><p></p><p>As for the object interaction rules, I would just totally ignore the "one object" restriction and use common sense. If it <em>feels</em> too much to do in a single turn, the DM just says you can't do more than what you've already done.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7161946, member: 1465"] I don't like them either. I don't think they make the game any better or more interesting. I would also want simplicity and consistency. 1) A first really simple idea could be: - [I]all spells [/I]have [B]verbal [/B]and [B]somatic[/B] components, period ("material" components don't exist); no more need to check anything if all spells work the same - [B]verbal[/B] means the usual thing: you must be able to speak clearly (as loud as normal conversation), you can't do it if silenced or gagged - [B]somatic[/B] means you need one free hand, but it's up to you to describe it as waving a wand/symbol/whatever, sprinkling ingredients, or just gesturing (make the latter always working as a backup choice, so that it's not inherently a penalty to choose something else) - you can still add a requirement for [I]expensive[/I] ingredients to a few specific spells 2) A complication on the previous idea, for more tactical variety, could be made by adding these: - some spells are "magic words", i.e. don't need the somatic component - some spells are "silent spells", i.e. don't need the verbal component Apart from still not having material components, how is this different from the normal rules? It's all in the [I]presentation[/I] of the spells! The normal rules require you to check which components a spell has. In this variant, you assume both components [I]unless[/I] the spell is marked as "word" or "silent". IMO it would be more comfortable. ------ As for the object interaction rules, I would just totally ignore the "one object" restriction and use common sense. If it [I]feels[/I] too much to do in a single turn, the DM just says you can't do more than what you've already done. [/QUOTE]
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