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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: 7501564" data-attributes="member: 6796661"><p>Yep, I understand. This is the main thing I'm analyzing right now. My change is very minor. Why even make it. Well, the one simple change of requiring that you study with the actual material component to learn the spell before you can cast it with a spellcasting focus accomplishes:</p><p></p><p>1. An additional tie to your mentor, academy, coven or other sources of the training used in the downtime activity: training to get a level. </p><p></p><p>2. A resource drain and a reason to spend gold if you want to have components as back up. </p><p></p><p>3. It makes some spells like "banishment" more interesting and less game-breaking.</p><p></p><p>4. Creates extra plot-hook potential</p><p></p><p>5. Another incentive to explore</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7501564, member: 6796661"] Yep, I understand. This is the main thing I'm analyzing right now. My change is very minor. Why even make it. Well, the one simple change of requiring that you study with the actual material component to learn the spell before you can cast it with a spellcasting focus accomplishes: 1. An additional tie to your mentor, academy, coven or other sources of the training used in the downtime activity: training to get a level. 2. A resource drain and a reason to spend gold if you want to have components as back up. 3. It makes some spells like "banishment" more interesting and less game-breaking. 4. Creates extra plot-hook potential 5. Another incentive to explore [/QUOTE]
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Revisiting material components - enforcing in a game focused on resource-management
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