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Revisiting material components - enforcing in a game focused on resource-management
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<blockquote data-quote="MNblockhead" data-source="post: 7501388" data-attributes="member: 6796661"><p>Good point about divine casters. So, the first-level characters are assumed to have a component pouch with all the components they need to cast their spells and a focus. But for clerics, that would be quite a big component pouch! I'm thinking that the clerics should get to say they have components for up to 9 spells. </p><p></p><p>Also, again, they don't have to possess the material components. They just need to have access while training. Carrying the material components is simply a backup, in case you lose your spellcasting focus. At lower levels, it will be assumed that their mentor or the temple or academy that provides instruction during leveling up will have the components necessary for teaching the spell. So they can cast them with their focus, but, again, it will be a good idea to have components as a backup.</p><p></p><p> </p><p></p><p>Yeah, I'll probably handwave this. While I like the idea of the character only knowing about spells maybe a level or two ahead (for e.g., divine casters) or only after they have access to and studied the spell from a scroll or spellbook (e.g., wizards). But the problem with this is that it puts me in the role of "metagame cop", which I have no interest in. The players have access to the spell descriptions so, yes, it is easier to assume that he published spells are known about and that the character will have at least a vague idea of materials that may be of interest. I figure wizards are curious and studious and would be collecting all manner of materials. Clerics would have a divine sense of important materials. </p><p></p><p></p><p></p><p>I'll be using training to get levels rules from the DMG with some additional mechanics from an EN5ider article about "mentors". So, it will be assumed that the players will be able to access the spells they want. At higher levels, however, I don't like this as much. Some spells, I think, should be quest worthy. But I am not sure that I want to move too far away from RAW. </p><p> </p><p></p><p></p><p>Depends on the players, I suppose. The wizard has much more flexibility than Warlocks and Sorcerors. They will have a much larger pallet of spells to select from if the campaign gives them access to scrolls and spell books frequently enough to give that edge to them.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7501388, member: 6796661"] Good point about divine casters. So, the first-level characters are assumed to have a component pouch with all the components they need to cast their spells and a focus. But for clerics, that would be quite a big component pouch! I'm thinking that the clerics should get to say they have components for up to 9 spells. Also, again, they don't have to possess the material components. They just need to have access while training. Carrying the material components is simply a backup, in case you lose your spellcasting focus. At lower levels, it will be assumed that their mentor or the temple or academy that provides instruction during leveling up will have the components necessary for teaching the spell. So they can cast them with their focus, but, again, it will be a good idea to have components as a backup. Yeah, I'll probably handwave this. While I like the idea of the character only knowing about spells maybe a level or two ahead (for e.g., divine casters) or only after they have access to and studied the spell from a scroll or spellbook (e.g., wizards). But the problem with this is that it puts me in the role of "metagame cop", which I have no interest in. The players have access to the spell descriptions so, yes, it is easier to assume that he published spells are known about and that the character will have at least a vague idea of materials that may be of interest. I figure wizards are curious and studious and would be collecting all manner of materials. Clerics would have a divine sense of important materials. I'll be using training to get levels rules from the DMG with some additional mechanics from an EN5ider article about "mentors". So, it will be assumed that the players will be able to access the spells they want. At higher levels, however, I don't like this as much. Some spells, I think, should be quest worthy. But I am not sure that I want to move too far away from RAW. Depends on the players, I suppose. The wizard has much more flexibility than Warlocks and Sorcerors. They will have a much larger pallet of spells to select from if the campaign gives them access to scrolls and spell books frequently enough to give that edge to them. [/QUOTE]
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