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<blockquote data-quote="swrushing" data-source="post: 2531742" data-attributes="member: 14140"><p>not running a game currently but when i was yes they did need material components. it wasn't a huge thing. MC rarely play a role, unless they cost bucks.</p><p></p><p>So, if your goal is to increase diversity and differentiation between wiz and sor, you best look to making a change which would be felt and seen more in play. this one would be missed more often than not in the wash of things.</p><p></p><p>Some possibilities i have considered for diversifying the spell casters...</p><p></p><p>Make "components to cast a spell" a feature of CLASS not of the spell. Basically whether you need verbal or somantic or mundane material bits is defined by your spell casting style and your class. For example, you could let wizards be normally "needs VSM for all spells" and let sorcerers be "needs only V for all spells BUT can never get rid of the V by silent spell etc" and make sorcerers into "spell singers" while wizards remain "study mages".</p><p></p><p>Divide magic feats between the guys, maybe allowing item feats only to wizards while restricting "component feats" like silent spell still spell and eschew materials to sorcerers, emphasizing that the sorcerers magic is internal and instinctive cannot be shuffled into an item but the wizard's magic is rigidly defined and cannot be done without ALL the proper whistles and bangs.</p><p></p><p>Give sorcerers UMD skill as a class skill and at the same time remove their ability to use "spell trigger" and "spell compltetion" items other than by use of UMD skill checks, again for the notion of internal magic vs external magic.</p><p></p><p>Deny item feats to sorcerers AND possibly remove their item use abilities as described above BUT add in feats gained say every 5 levels keyed to "origin" including a "dragon born" feat tree, an infernal feat tree, a celestial feat tree and any other "sorcerer power source" trees you feel appropriate to your campaign.</p></blockquote><p></p>
[QUOTE="swrushing, post: 2531742, member: 14140"] not running a game currently but when i was yes they did need material components. it wasn't a huge thing. MC rarely play a role, unless they cost bucks. So, if your goal is to increase diversity and differentiation between wiz and sor, you best look to making a change which would be felt and seen more in play. this one would be missed more often than not in the wash of things. Some possibilities i have considered for diversifying the spell casters... Make "components to cast a spell" a feature of CLASS not of the spell. Basically whether you need verbal or somantic or mundane material bits is defined by your spell casting style and your class. For example, you could let wizards be normally "needs VSM for all spells" and let sorcerers be "needs only V for all spells BUT can never get rid of the V by silent spell etc" and make sorcerers into "spell singers" while wizards remain "study mages". Divide magic feats between the guys, maybe allowing item feats only to wizards while restricting "component feats" like silent spell still spell and eschew materials to sorcerers, emphasizing that the sorcerers magic is internal and instinctive cannot be shuffled into an item but the wizard's magic is rigidly defined and cannot be done without ALL the proper whistles and bangs. Give sorcerers UMD skill as a class skill and at the same time remove their ability to use "spell trigger" and "spell compltetion" items other than by use of UMD skill checks, again for the notion of internal magic vs external magic. Deny item feats to sorcerers AND possibly remove their item use abilities as described above BUT add in feats gained say every 5 levels keyed to "origin" including a "dragon born" feat tree, an infernal feat tree, a celestial feat tree and any other "sorcerer power source" trees you feel appropriate to your campaign. [/QUOTE]
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