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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: 7505612" data-attributes="member: 6919838"><p>My answer to your why not would be yes exactly why not get rid of them. </p><p></p><p>Do having little tarts in a pouch make your character more awesome? </p><p>Or was it the rotten eggs and skunk cabbage?</p><p>How many cups of water does your component pouch hold? </p><p></p><p>I prefer if material are used for them to add thematic flavor to the campaign or to the character - not to be essentially immersion breaking comic relief - but then I dont tun toon games anymore where pies to the face is considered powerful.</p><p></p><p>As I said above, the changes for my upcoming game allow players great freedom in their trivial components and establish an actual basis economy from harvest to use to craft refine and sell for the "costly" bits which means like any other useful item the players have options for acquisition and investment and so it's a part of the whole - not focusing on just one character. </p><p></p><p>Going with a focus that can be charged up for the costly spells seems an obvious candidate.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7505612, member: 6919838"] My answer to your why not would be yes exactly why not get rid of them. Do having little tarts in a pouch make your character more awesome? Or was it the rotten eggs and skunk cabbage? How many cups of water does your component pouch hold? I prefer if material are used for them to add thematic flavor to the campaign or to the character - not to be essentially immersion breaking comic relief - but then I dont tun toon games anymore where pies to the face is considered powerful. As I said above, the changes for my upcoming game allow players great freedom in their trivial components and establish an actual basis economy from harvest to use to craft refine and sell for the "costly" bits which means like any other useful item the players have options for acquisition and investment and so it's a part of the whole - not focusing on just one character. Going with a focus that can be charged up for the costly spells seems an obvious candidate. [/QUOTE]
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Revisiting material components - enforcing in a game focused on resource-management
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