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<blockquote data-quote="Neonchameleon" data-source="post: 6143346" data-attributes="member: 87792"><p>Then why can't we have consistency? Apparently the Warlord can't be default and opt-out because that would be damaging to peoples immersion <em>even if most parties don't actually have one.</em> But adding an obnoxious little piece of grit to every single spell description that isn't particularly funny and is harmful to immersion is something that should be a default and with an opt-out?</p><p></p><p></p><p></p><p>That's never the impression I had from spell components. Having to track individual spell components is IMO the opposite of fun. And if you don't have to track them it's just the game designers showing off how they can be funny.</p><p></p><p>Actually what I'd like as spell components is for them to be specific <em>to the mage/spell combination</em>. When you pick a spell you also decide what your components for it are, and can decide generic incense and residuum, can decide something inherently magical, can decide something along the lines of sympathetic magic, or can decide a pun. With a few paragraphs at the opening of the Spells chapter illustrating each of these and what sort of impact it has on the gameworld.</p><p></p><p>And yes, you can give a good justification for pun components to manipulate magic in a serious world (it focusses you personally). Much more like modern real world notions of magic. You can add to the world by making it modular and optional, but I've never understood why Athas and Ravenloft use the same compnents.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6143346, member: 87792"] Then why can't we have consistency? Apparently the Warlord can't be default and opt-out because that would be damaging to peoples immersion [I]even if most parties don't actually have one.[/I] But adding an obnoxious little piece of grit to every single spell description that isn't particularly funny and is harmful to immersion is something that should be a default and with an opt-out? That's never the impression I had from spell components. Having to track individual spell components is IMO the opposite of fun. And if you don't have to track them it's just the game designers showing off how they can be funny. Actually what I'd like as spell components is for them to be specific [I]to the mage/spell combination[/I]. When you pick a spell you also decide what your components for it are, and can decide generic incense and residuum, can decide something inherently magical, can decide something along the lines of sympathetic magic, or can decide a pun. With a few paragraphs at the opening of the Spells chapter illustrating each of these and what sort of impact it has on the gameworld. And yes, you can give a good justification for pun components to manipulate magic in a serious world (it focusses you personally). Much more like modern real world notions of magic. You can add to the world by making it modular and optional, but I've never understood why Athas and Ravenloft use the same compnents. [/QUOTE]
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