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D&D Older Editions, OSR, & D&D Variants
Material components and spell books? Get rid of them for 4e!
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<blockquote data-quote="italianranma" data-source="post: 3768989" data-attributes="member: 15788"><p>As a DM I'm firmly convinced that more details add to a player's experience. When my players sit at an inn to eat dinner, I tell them exactly what they're eating. There's no mechanical benefit to eat at an inn that serves wild game turkey and turnips over rat stew, but my players will choose the former because of the descriptive text.</p><p></p><p>Likewise if a wizard player is so inclined, they may add spell components as a tool to help them get in character or expand the playing experience. Now keep in mind that removing spell components removes also a small part of the game: If a wizard is captured and relieved of his spell components: he can't cast certain spells until he regains them. This kind of restrictive plot device shouldn't be abused, but it can be a nice experience for a player every now and then.</p><p></p><p></p><p></p><p>Is the fighter punished for having to carry armor and weapons? Is the cleric punished for having to carry a holy symbol? Is the rogue punished for having to carry thieves tools? Likewise should a fighter lose his +2 Flaming Adamantine Longsword, he's lost a significant amount of his fighting power. He'll probably go to great lengths to get it back. Once again, this isn't something I do to players often, but it can be a great plot device.</p><p></p><p>Have you ever run a campaign where you actually forced the wizard's player to use the spellbook rules as they are written? My player was surprised at the expense and amount of spellbooks he had to carry around. I even allowed him to enter a great wizarding library, but he didn't have the necessary components to copy down all the spells he wanted. It was sublime, and a much different kind of reward system than he was used to.</p><p></p><p>But then again I treat all my players fairly: The fighter had to buy a whetstone (and use it and replace it as it got old) repair his armor (and pay a fee to use a smithy if he didn't want an armorer to do it for him) and buy feed for his warhorse, etc. These little accounting rules that many DMs ignore aren't important to the game, BUT (and that's a big but) do add to the experiance, and don't take a lot of time out of the session.</p></blockquote><p></p>
[QUOTE="italianranma, post: 3768989, member: 15788"] As a DM I'm firmly convinced that more details add to a player's experience. When my players sit at an inn to eat dinner, I tell them exactly what they're eating. There's no mechanical benefit to eat at an inn that serves wild game turkey and turnips over rat stew, but my players will choose the former because of the descriptive text. Likewise if a wizard player is so inclined, they may add spell components as a tool to help them get in character or expand the playing experience. Now keep in mind that removing spell components removes also a small part of the game: If a wizard is captured and relieved of his spell components: he can't cast certain spells until he regains them. This kind of restrictive plot device shouldn't be abused, but it can be a nice experience for a player every now and then. Is the fighter punished for having to carry armor and weapons? Is the cleric punished for having to carry a holy symbol? Is the rogue punished for having to carry thieves tools? Likewise should a fighter lose his +2 Flaming Adamantine Longsword, he's lost a significant amount of his fighting power. He'll probably go to great lengths to get it back. Once again, this isn't something I do to players often, but it can be a great plot device. Have you ever run a campaign where you actually forced the wizard's player to use the spellbook rules as they are written? My player was surprised at the expense and amount of spellbooks he had to carry around. I even allowed him to enter a great wizarding library, but he didn't have the necessary components to copy down all the spells he wanted. It was sublime, and a much different kind of reward system than he was used to. But then again I treat all my players fairly: The fighter had to buy a whetstone (and use it and replace it as it got old) repair his armor (and pay a fee to use a smithy if he didn't want an armorer to do it for him) and buy feed for his warhorse, etc. These little accounting rules that many DMs ignore aren't important to the game, BUT (and that's a big but) do add to the experiance, and don't take a lot of time out of the session. [/QUOTE]
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Material components and spell books? Get rid of them for 4e!
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