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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: 7501410" data-attributes="member: 6796661"><p>They can try foraging. They can use downtime activities to find/buy components. They can have access to components during training to get a level. </p><p></p><p>If they don't want to track components in their inventory, they need not carry components. They can rely on their focus (if they have that class ability). But if they want to have a way to cast a spell if they lose their focus, they need to have the component in their component pouch. I know that not all players will like it, but this resource-management is going to figure heavily into this campaign. The players know what they are signing up for. If they don't like this style of play, they won't join the game. </p><p></p><p>This will also be the first 5e game where encumbrance will need to be tracked. All players will have access to DnD Beyond so it isn't that onerous.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7501410, member: 6796661"] They can try foraging. They can use downtime activities to find/buy components. They can have access to components during training to get a level. If they don't want to track components in their inventory, they need not carry components. They can rely on their focus (if they have that class ability). But if they want to have a way to cast a spell if they lose their focus, they need to have the component in their component pouch. I know that not all players will like it, but this resource-management is going to figure heavily into this campaign. The players know what they are signing up for. If they don't like this style of play, they won't join the game. This will also be the first 5e game where encumbrance will need to be tracked. All players will have access to DnD Beyond so it isn't that onerous. [/QUOTE]
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Revisiting material components - enforcing in a game focused on resource-management
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