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Somatic and Verbal - Value Added?
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<blockquote data-quote="delericho" data-source="post: 6868995" data-attributes="member: 22424"><p>Yeah. I think the listed components are one of the game's nods to "realism" - spellcasters have long been depicted as using weird phrases, gestures, and paraphenalia when casting their spells, and so that's the case here... but the focus and/or component pouch is the way to quickly handwave these.</p><p></p><p>I think that's fine, but I'm inclined to think it's too much hassle for too little gain for the most part.</p><p></p><p></p><p></p><p>Yeah. I actually gave a little thought to this about a year ago, and came up with something similar (but note that this is completely untested - it was off-the-cuff musing):</p><p></p><p>1) Ignore the listed components. Instead, all spells require Verbal, Somatic, and Focus components. Additionally, casters must have <em>both</em> hands free to cast spells, although one or both may hold their focus (Clerics and Paladins, in particular, may incorporate their holy symbols into a shield. Amongst other things, this explains why the staff is the Wizard's weapon of choice. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>2) If a spellcaster ever needs to cast a spell while missing one of the components, she can do so, but must give up all her movement in her turn. (Needless to say, this is the bit I'm least happy with. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>3) When casting a spell, especially outside of combat, the player is encouraged (but <em>not</em> required) to describe some of the components used, including strange material components if he wishes. As noted, this is strictly optional, though!</p><p></p><p>4) I was also inclined to introduce a number of special or power components (unicorn horn, demon's blood, dragon scales, etc). A character could optionally add these when casting a spell (at a cost of 50gp per level of the spell). Doing so would cause the spell to be treated as if cast in a slot one level higher - to a maximum of the highest spell level the character could cast normally. (For example, a 7th level Wizard could add 150gp of dragon scales to a <em>fireball</em> and thus treat it as a 4th level spell. A 5th level Wizard could not, since she can't cast 4th level spells yet.)</p><p></p><p>I'm also less than enamoured of the use of 'costly' material components as a balancing mechanism for spells. But I think those may be a necessary evil - the spells involved are probably a bit too powerful if the components are simply removed and yet wouldn't be powerful enough if pushed to the next level up.</p></blockquote><p></p>
[QUOTE="delericho, post: 6868995, member: 22424"] Yeah. I think the listed components are one of the game's nods to "realism" - spellcasters have long been depicted as using weird phrases, gestures, and paraphenalia when casting their spells, and so that's the case here... but the focus and/or component pouch is the way to quickly handwave these. I think that's fine, but I'm inclined to think it's too much hassle for too little gain for the most part. Yeah. I actually gave a little thought to this about a year ago, and came up with something similar (but note that this is completely untested - it was off-the-cuff musing): 1) Ignore the listed components. Instead, all spells require Verbal, Somatic, and Focus components. Additionally, casters must have [i]both[/i] hands free to cast spells, although one or both may hold their focus (Clerics and Paladins, in particular, may incorporate their holy symbols into a shield. Amongst other things, this explains why the staff is the Wizard's weapon of choice. :) ) 2) If a spellcaster ever needs to cast a spell while missing one of the components, she can do so, but must give up all her movement in her turn. (Needless to say, this is the bit I'm least happy with. :) ) 3) When casting a spell, especially outside of combat, the player is encouraged (but [i]not[/i] required) to describe some of the components used, including strange material components if he wishes. As noted, this is strictly optional, though! 4) I was also inclined to introduce a number of special or power components (unicorn horn, demon's blood, dragon scales, etc). A character could optionally add these when casting a spell (at a cost of 50gp per level of the spell). Doing so would cause the spell to be treated as if cast in a slot one level higher - to a maximum of the highest spell level the character could cast normally. (For example, a 7th level Wizard could add 150gp of dragon scales to a [i]fireball[/i] and thus treat it as a 4th level spell. A 5th level Wizard could not, since she can't cast 4th level spells yet.) I'm also less than enamoured of the use of 'costly' material components as a balancing mechanism for spells. But I think those may be a necessary evil - the spells involved are probably a bit too powerful if the components are simply removed and yet wouldn't be powerful enough if pushed to the next level up. [/QUOTE]
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