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Revisiting material components - enforcing in a game focused on resource-management
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<blockquote data-quote="5ekyu" data-source="post: 7503432" data-attributes="member: 6919838"><p>Well the 5e game I was playing in just folded do I sm gearing up for one myself.</p><p></p><p>I plan to follow the suggestion I gave a while back...</p><p></p><p>Each school will have up to a half dozen components thematically linked to it. Mix and match with a few levels. That covers all the "free materials only the highest tiers will be difficult.</p><p></p><p>The costly and/or consumed materials will be replaced with a physical manifestation of magic, a natural resource which is hard to get and refine this getting a value. You can either carrier around it (Shimmer Bloom Petals" or you can use rituals to "cook them into your focus" which works like a GP battery.</p><p></p><p>So this should result in a few thematic material per school plus a more basic magical (gp) currency instead of specific gems and the like. Even allows a sort of advance crafting to harvest and profit off the petals. </p><p></p><p>A little simpler to manage and a bit more "thematically flavored" and no tarts required.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7503432, member: 6919838"] Well the 5e game I was playing in just folded do I sm gearing up for one myself. I plan to follow the suggestion I gave a while back... Each school will have up to a half dozen components thematically linked to it. Mix and match with a few levels. That covers all the "free materials only the highest tiers will be difficult. The costly and/or consumed materials will be replaced with a physical manifestation of magic, a natural resource which is hard to get and refine this getting a value. You can either carrier around it (Shimmer Bloom Petals" or you can use rituals to "cook them into your focus" which works like a GP battery. So this should result in a few thematic material per school plus a more basic magical (gp) currency instead of specific gems and the like. Even allows a sort of advance crafting to harvest and profit off the petals. A little simpler to manage and a bit more "thematically flavored" and no tarts required. [/QUOTE]
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Revisiting material components - enforcing in a game focused on resource-management
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