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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: 7501558" data-attributes="member: 6796661"><p>It makes the components matter. It adds some flavor to the game. It gives some potential plot hooks. In this upcoming campaign, it is also another way to spend money and an additional downtime activity. </p><p></p><p>You are correct, this is not a major departure from RAW. I want to stick with RAW for the most part. I'm not going to graft an Elderscrolls or Witcher style alchemy system into my 5e game. The players will not find my proposed change foreign or complicated. The problem with components in 5e is that they just do not matter, besides as a backup for a focus. All I'm doing is saying that the components are an important part of learning and understanding a spell. For the most part, I will not put many roadblocks in the way of getting the components. But it allows me to make SOME components difficult to get and use those as a plot hook. </p><p></p><p>In short, it gives me as DM something to grasp onto to make components have some meaning and to flavor the game. </p><p></p><p>Look, I've played 5e over 4 years without ever bothering with non-cost material components. I feel that it would be fun to make them matter a bit more. And, for an old-school mega-dungeon campaign, making material components have value adds another dimension to resource management will be a central focus and continual challenge.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7501558, member: 6796661"] It makes the components matter. It adds some flavor to the game. It gives some potential plot hooks. In this upcoming campaign, it is also another way to spend money and an additional downtime activity. You are correct, this is not a major departure from RAW. I want to stick with RAW for the most part. I'm not going to graft an Elderscrolls or Witcher style alchemy system into my 5e game. The players will not find my proposed change foreign or complicated. The problem with components in 5e is that they just do not matter, besides as a backup for a focus. All I'm doing is saying that the components are an important part of learning and understanding a spell. For the most part, I will not put many roadblocks in the way of getting the components. But it allows me to make SOME components difficult to get and use those as a plot hook. In short, it gives me as DM something to grasp onto to make components have some meaning and to flavor the game. Look, I've played 5e over 4 years without ever bothering with non-cost material components. I feel that it would be fun to make them matter a bit more. And, for an old-school mega-dungeon campaign, making material components have value adds another dimension to resource management will be a central focus and continual challenge. [/QUOTE]
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