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General Tabletop Discussion
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How do you deal with expensive material components in your campaigns?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8906461" data-attributes="member: 11760"><p>IMO, those expensive material components are mostly in there for a reason: to keep those spells from being fired off willy nilly. Look at how expensive <em>identify</em> is until you're higher level. Figuring out what the cool dagger you found at level 2 does is a big deal for low level adventurers, while it's just busy work for higher level ones.</p><p></p><p>So I'm fine with most of them being a small to medium pain in the butt to get access to, in general campaigns.</p><p></p><p>In campaigns like Descent to Avernus, where the designers may have forgotten about this issue, I'd look at the spells with important components and seed in a certain number of them into treasure caches or have enemy spellcasters have them. (Diamonds, handily, are something lots of people want, for a variety or reasons.)</p><p></p><p>But in some cases, not having access to quality of life spells like <em>secret chest</em> are just part of being in a tough survival game in an extreme environment. If the player characters get access to a safe haven, though, more of this stuff should be available at that point, both as a reward and a way to differentiate where they are now versus what the rest of the campaign is like.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8906461, member: 11760"] IMO, those expensive material components are mostly in there for a reason: to keep those spells from being fired off willy nilly. Look at how expensive [I]identify[/I] is until you're higher level. Figuring out what the cool dagger you found at level 2 does is a big deal for low level adventurers, while it's just busy work for higher level ones. So I'm fine with most of them being a small to medium pain in the butt to get access to, in general campaigns. In campaigns like Descent to Avernus, where the designers may have forgotten about this issue, I'd look at the spells with important components and seed in a certain number of them into treasure caches or have enemy spellcasters have them. (Diamonds, handily, are something lots of people want, for a variety or reasons.) But in some cases, not having access to quality of life spells like [I]secret chest[/I] are just part of being in a tough survival game in an extreme environment. If the player characters get access to a safe haven, though, more of this stuff should be available at that point, both as a reward and a way to differentiate where they are now versus what the rest of the campaign is like. [/QUOTE]
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How do you deal with expensive material components in your campaigns?
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