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General Tabletop Discussion
*Dungeons & Dragons
Revisiting material components - enforcing in a game focused on resource-management
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<blockquote data-quote="MNblockhead" data-source="post: 7501096" data-attributes="member: 6796661"><p>[MENTION=6919838]5ekyu[/MENTION], I get what you are saying, but I (1) don't really want to put in the work to overhaul the spell components in 5e and (2) I want the players who play casters to have easy access to this information. </p><p></p><p>I don't think that material components have to be logical or level appropriate. For the more powerful spells, giving costs to the materials and making some of them consumable takes care of balance concerns. My small tweak only applies to those components that do not have costs associated with them and are therefore also not consumed in the casting. </p><p></p><p>For some hard to get items, a magic school or a mentor wizard may have the necessary component that the character is allowed to use to learn the spell, which he can then cast with a focus. But there is still an incentive to acquire the component for personal use, for example as a back up if you lose your wand/staff. </p><p></p><p>This rule will apply to all casters. If the spell description lists a material component, the caster needs to have access to that component when learning the spell before he can use his focus to cast it. So a Bard learning "catnap" will need to have a pinch a sand when learning the spell before he can cast it with his lute playing. A cleric or paladin need a strip of white cloth when learning the <em>aid</em> spell before they can cast it using only their holy symbols. Same with the Sorcerer and Warlock. Rangers, however, MUST ALWAYS have the material component to cast their spells. They are the one caster class in the core rules that is not allowed to use an arcane focus or holy symbol for casting.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7501096, member: 6796661"] [MENTION=6919838]5ekyu[/MENTION], I get what you are saying, but I (1) don't really want to put in the work to overhaul the spell components in 5e and (2) I want the players who play casters to have easy access to this information. I don't think that material components have to be logical or level appropriate. For the more powerful spells, giving costs to the materials and making some of them consumable takes care of balance concerns. My small tweak only applies to those components that do not have costs associated with them and are therefore also not consumed in the casting. For some hard to get items, a magic school or a mentor wizard may have the necessary component that the character is allowed to use to learn the spell, which he can then cast with a focus. But there is still an incentive to acquire the component for personal use, for example as a back up if you lose your wand/staff. This rule will apply to all casters. If the spell description lists a material component, the caster needs to have access to that component when learning the spell before he can use his focus to cast it. So a Bard learning "catnap" will need to have a pinch a sand when learning the spell before he can cast it with his lute playing. A cleric or paladin need a strip of white cloth when learning the [I]aid[/I] spell before they can cast it using only their holy symbols. Same with the Sorcerer and Warlock. Rangers, however, MUST ALWAYS have the material component to cast their spells. They are the one caster class in the core rules that is not allowed to use an arcane focus or holy symbol for casting. [/QUOTE]
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Revisiting material components - enforcing in a game focused on resource-management
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