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Material components and spell books? Get rid of them for 4e!
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<blockquote data-quote="tlantl" data-source="post: 3769728" data-attributes="member: 55225"><p>Spell books used to be very important treasure items. Sure the rules requiring a page for each spell level were a bit much, but the books themselves were indispensable since the only way to gain new spells was to find them and transfer the spells into your own book. There was no such thing as automatically learning new spells just because you gain a level. People complain that wizards are too powerful but continue to want to make it easier and easier for them to dominate a game. </p><p></p><p>Material components add flavor to the class. I usually agree with the common and easily obtainable components being found at any apothecary shop, but if it comes from a creature or has to be mined and is rare then the player is either out of luck or she needs to go out and actually find the components she needs. </p><p></p><p>I had a gnome Illusionist thief who's signature spell was chromatic orb. I used to sneak off during fights to scope out the monster's treasure for 50 gp gems to power my arsenal. I would usually subtract the value of the gems I took from my share of the treasure, though. It cost a lot and my collection would ebb and flow as the game went on. He usually wound up the most wounded of the party as a result, since the DM was a little sadistic and enjoyed slaughtering him when he went off alone.</p><p></p><p>As I see it, removing components completely would take D&D one step further away from itself and turn it into something else entirely. Making up an entirely different game and calling it D&D is not the same as working with what is already there and doing your best to make it better. Tossing out spell books and components is turning our game into something else that is only called D&D.</p></blockquote><p></p>
[QUOTE="tlantl, post: 3769728, member: 55225"] Spell books used to be very important treasure items. Sure the rules requiring a page for each spell level were a bit much, but the books themselves were indispensable since the only way to gain new spells was to find them and transfer the spells into your own book. There was no such thing as automatically learning new spells just because you gain a level. People complain that wizards are too powerful but continue to want to make it easier and easier for them to dominate a game. Material components add flavor to the class. I usually agree with the common and easily obtainable components being found at any apothecary shop, but if it comes from a creature or has to be mined and is rare then the player is either out of luck or she needs to go out and actually find the components she needs. I had a gnome Illusionist thief who's signature spell was chromatic orb. I used to sneak off during fights to scope out the monster's treasure for 50 gp gems to power my arsenal. I would usually subtract the value of the gems I took from my share of the treasure, though. It cost a lot and my collection would ebb and flow as the game went on. He usually wound up the most wounded of the party as a result, since the DM was a little sadistic and enjoyed slaughtering him when he went off alone. As I see it, removing components completely would take D&D one step further away from itself and turn it into something else entirely. Making up an entirely different game and calling it D&D is not the same as working with what is already there and doing your best to make it better. Tossing out spell books and components is turning our game into something else that is only called D&D. [/QUOTE]
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Material components and spell books? Get rid of them for 4e!
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