Ahnehnois
First Post
Because doing so is easy.Why do many GMs completely ignore spell components?
Because doing so is easy.Why do many GMs completely ignore spell components?
Why do many GMs completely ignore spell components?
... Why do many GMs completely ignore spell components?
First let me say if you are having issues with these spells and are a GM then you should stop and do some thing else because you are not 1, very creative 2, too much of a rules lawyer and 3, a whiner. Now if you are not a GM then it does not matter but for the GM who is helpless or needs to be told what to use or not here is a bit of advice. Don't use them.............simple.
Even if we're going to force the issue and make the wizard find a giant octopus or squid (not wholly unreasonable given it's a tough item to expect the commoners to harvest), nothing says a large piece of tentacle is needed, and smoking, drying, salting or pickling it does not seem to impede its use.
You are perilously close to committing the Oberoni Fallacy there, [MENTION=63245]Evenglare[/MENTION]. "The game ain't broke, coz you can play it by different rules" doesn't convince me.
What is this.. I don't even... You completely and utterly disregarded my pre-empt argument and said the exact thing that I rebutted. You aren't changing the rules or making them different, you are limiting them. I guess I should specify what I mean by change. I mean, alter the way a mechanic works in the game. When you disallow a spell or class or race or whatever you aren't changing anything about the rules regarding those races because they simply don't exist assuming you are to ban them. It's like lighting something on fire, then you reduce the fire. You haven't changed how fire works, you have simply made less of it.
I agree with you on most other parts, but again you say X material is or should be easy to come by. Perhaps, but it's still reading the rules in a vacuum. In almost every thread discussing what is OP people seems to not take into account what players are doing in the world, or what the world is. It's just a nebulous void of theory. You know what? Butter probably is going to be hard to come by especially when it's made by hand. Where are you going to find butter when you are days deep into a dungeon? What about on the plane of fire, butter there? Again assuming butter IS easy to come by, is the wizard going to really say "screw it, let's get out of this dungeon", walk however many miles it is to the nearest town, buy butter then walk all the way back?
I know most of this is anecdotal, and normally is not good evidence when trying to prove something, but the fact of the matter is that anecdotal evidence is REQUIRED while playing a roleplaying game. The whole damn thing is contingent on what the players experience in the world, not just a nebulous void of abstract numbers relating to mechanics. While I concede the is the best way of comparison in theory, never in any game, are you going to be looking specifically at numbers and nothing else in that context. The GM simply must use common sense on what is allowed and is not. I believe this is what you were trying to get at anyway and again, I agree. I guess I must be a narrativist rather than a gamist or simulationist.... /shrug
To be fair nothing says an altered one can be used either. It seems to me it would be up in the air as a GM call.
Also, how rare are octopi in the game? I'd wager it is pretty rare unless you have some sort of under the sea campaign going on... AND let's say that people do catch octopi on a regular occasion. I'm pretty damn sure people willing to sell their tentacles are going to ask for a hell of a lot of money for it, which -again- you the GM get to decide. AND even if the wizard could buy the tentacle many times, what is the party supposed to do when the wizard runs out? Go back to the sea faring town to get one? Yeah, that is gonna make the other PCs happy, completely disrupting the quest.
Also though, the GM can and SHOULD ban certain spells, or at least make them extremely hard to come by, perhaps even going on a quest to learn the spell. I still don't understand the reason everyone seems to think it's okay to ban races, classes, restrict items, but no one seems to ban anything that actually makes the game broken. Of course you can cherry pick spells to ban, but as for the materials, simply do not allow that feat to be taken (essentially banning a feat) instead of banning many spells. It always seems to me that people talk about optimization and all of that because they allow every damn rulebook under the sun. No gamemaster in his right mind should allow every single thing printed in the rule books. D&D gives you the ability to shape and construct your world, in other words the GM gets to make choices that reflect his world and how it works.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.