Ritual Costs and spell components

Oompa said:
Its the same as crossing gp off the lists, but this adds some more flavor and they cant buy ingredients 50ft deep in an dungeon..

Oh you can't buy them true, but you'd be surprised what you can do with a big of Kobold Blood and Dragon's Venom.
 

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The way we're going to do it is you have a "fund". They go into town, and put 100 gp into their "rare herbs" fund. Maybe 200 gp into the "alchemical ingredients" fund. I always make my own money sheets, and these will just be on that sheet. No need to worry about specifics anymore. Sure they can be role played, but for book keeping purposes, it's MUCH easier than previous edition spell components.
 

Cadfan said:
"Cedric the Cleric carries a teak-wood box in his pack. The inside is lined with felt, which cushions the numerous small vials of salves, and ointments. Because Cedric was trained as a healer by the Monastical Monks of Monterey, his healing supplies also include a silk wrapped bundle of acupuncture needles."

On the character sheet, it reads something like
Teak Box of Healer's Ritual Components
Ointments, salves, acupuncture needles, scalpel, extra bandages (10)
500 GP max capacity
350 GP remaining
From this post.

This is how I do it. I have my players purchase kits, which contain a certain GP amount of a specific type of reagent. The characters can resupply the kits as needed. It works well with the game flavor, and requires the players to give some thought to what they might need before venturing far from civilization.
 

In the "empowering players" spirit, I simply allow my players to decide if their portion of the gold they receive is in gold or component form. That way they don't have to leave the 8th level of Hell to "re-up" on components...
 

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