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General Tabletop Discussion
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Material Components: How Hard to Find in Your Games?
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<blockquote data-quote="pming" data-source="post: 7298749" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I use a nice list from a Dragon magazine from waaaaay back when. Can't remember the number of it, but it was updated and 'reprinted' in the Players Option: Spells & Magic book (the "2.5e" version of AD&D, basically).</p><p></p><p>Anyway, in it, it has a cost and an availability, and where you can probably attain that particular component. I enforce this in any/all of my 1e/2e/Hackmaster games. With 5e, I basically let the players 'get away' with just the cop-out default method of "here's a focus" or "here's a component bag". BUT...<em>if</em> the player takes time, spends money and puts effort into attaining the specific material component for that spell, when he casts it, it will be "better". Double range, or at least average damage per die, or advantage/disadvantage on saves, or something else like that.</p><p></p><p>By encouraging the use of 'specific materials', it really helps with the mystique of being a spell-caster. It also changes the "rules-mastery player" paradigm; that is, players can't just look at the book and say <em>"Ok, stay at least 61' away from him and he can't get you with [insert spell]"</em>...because maybe he actually has the specific material component for it and his range is doubled.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7298749, member: 45197"] Hiya! I use a nice list from a Dragon magazine from waaaaay back when. Can't remember the number of it, but it was updated and 'reprinted' in the Players Option: Spells & Magic book (the "2.5e" version of AD&D, basically). Anyway, in it, it has a cost and an availability, and where you can probably attain that particular component. I enforce this in any/all of my 1e/2e/Hackmaster games. With 5e, I basically let the players 'get away' with just the cop-out default method of "here's a focus" or "here's a component bag". BUT...[I]if[/I] the player takes time, spends money and puts effort into attaining the specific material component for that spell, when he casts it, it will be "better". Double range, or at least average damage per die, or advantage/disadvantage on saves, or something else like that. By encouraging the use of 'specific materials', it really helps with the mystique of being a spell-caster. It also changes the "rules-mastery player" paradigm; that is, players can't just look at the book and say [I]"Ok, stay at least 61' away from him and he can't get you with [insert spell]"[/I]...because maybe he actually has the specific material component for it and his range is doubled. ^_^ Paul L. Ming [/QUOTE]
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