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<blockquote data-quote="Shiroiken" data-source="post: 8107730" data-attributes="member: 6775477"><p>Spellcasting requires up to 5 "components": verbal, somatic, material, mnemonic (prepared/known), and energy (spell slot). While no one ever considers removing the latter two, for whatever reason the first three are considered "optional" by many. Under normal circumstances spellcasters can and should have easy access to material components or a spellcasting focus, just as they can speak and move their hands, so it becomes relatively unimportant in day to day gaming. However, it's not something that should be ignored completely as there are three reasons why material components should exist.</p><p></p><ol> <li data-xf-list-type="ol">It gives the DM control on how much powerful magic can be used in the game and when. If I don't want the party to be able to cast Identify at the start of the campaign, they simply won't find a 100 gp pearl. By limiting these non-consumed material components, the DM can put a "soft ban" on some spells until they're ready to deal with it. With clerics and druids having nearly unlimited spell selection, this can be vital for certain campaign structures.</li> <li data-xf-list-type="ol">Certain spells are balanced by the consumption of expensive components, especially resurrection magic. Allowing this to be ignored greatly increases the power of these spells, since they can be used limitlessly. Spells such as stoneskin, teleportation circle, greater restoration, revivify/raise dead, hero's feast, and worst of all simulacrum, suddenly become day to day spells, rather than limited utilities to be used only when necessary.</li> <li data-xf-list-type="ol">There are several scenarios that become unplayable without them, mostly the "captured" and "survival" types, where the party is supposed to be with limited resources. If you allow the casters to ignore material components you may as well allow the martial characters to ignore the need for weapons and armor in these scenarios too.</li> </ol></blockquote><p></p>
[QUOTE="Shiroiken, post: 8107730, member: 6775477"] Spellcasting requires up to 5 "components": verbal, somatic, material, mnemonic (prepared/known), and energy (spell slot). While no one ever considers removing the latter two, for whatever reason the first three are considered "optional" by many. Under normal circumstances spellcasters can and should have easy access to material components or a spellcasting focus, just as they can speak and move their hands, so it becomes relatively unimportant in day to day gaming. However, it's not something that should be ignored completely as there are three reasons why material components should exist. [LIST=1] [*]It gives the DM control on how much powerful magic can be used in the game and when. If I don't want the party to be able to cast Identify at the start of the campaign, they simply won't find a 100 gp pearl. By limiting these non-consumed material components, the DM can put a "soft ban" on some spells until they're ready to deal with it. With clerics and druids having nearly unlimited spell selection, this can be vital for certain campaign structures. [*]Certain spells are balanced by the consumption of expensive components, especially resurrection magic. Allowing this to be ignored greatly increases the power of these spells, since they can be used limitlessly. Spells such as stoneskin, teleportation circle, greater restoration, revivify/raise dead, hero's feast, and worst of all simulacrum, suddenly become day to day spells, rather than limited utilities to be used only when necessary. [*]There are several scenarios that become unplayable without them, mostly the "captured" and "survival" types, where the party is supposed to be with limited resources. If you allow the casters to ignore material components you may as well allow the martial characters to ignore the need for weapons and armor in these scenarios too. [/LIST] [/QUOTE]
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