Spell Components--do you use them?

Do you use spell components in your game?

  • Yes, for all arcane spell casting classes.

    Votes: 28 20.6%
  • No, not for any classes.

    Votes: 19 14.0%
  • Only for wizards.

    Votes: 8 5.9%
  • Only if the component is rare or expensive

    Votes: 71 52.2%
  • Other (please explain below)

    Votes: 10 7.4%

Mouseferatu said:
Find me a PC who has a reason to know, in character, what lycopene is, and maybe I'll consider it. ;)

Well, they touch on it briefly in Gen. Thaum. I, but it's not until Principles of Divination 308 that they really get into it.

Obviously, they don't call it 'lycopene', but it's common knowledge that tomatoes are significant 'Power Components' for complex divinations.

-Hyp.
 

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I subscribe to the old "if it's cheap, it's in your pouch" method. I was thinking of implementing a system where the cheap components were not needed, but casting without them incurred a chance of failure.

Maybe I'll just give the party's sorcerer eschew materials and be done with it.
 

We go with the default assumption of the game: if it doesn't cost anything, just get a spell component pouch (or multiples) and you're covered.

If it is valuable, then you buy it advance and mark it on your character sheet.
 

Like many that have posted I go with the default option from the PHB but I also use Power Components-I allow spellcasters to make a Spellcraft Roll to determine if they realize that a given item can be used as a power component. My homebrew power component rules allows parts to be harvested from defeated monsters to enhance spells (usually as a metamagic feat would). It requires a little more plannng than usual in that you need to know ahead of time if a creature you're throwing out has usable parts (and what spells they're for) and set a DC for Spellcraft (I go with 15+spell level with on the fly modifiers for creature rarity). After identifying the part it must be harvested with a Survival check (base DC of 10+on the fly modifiers based on what part is used and how hard it is to get). Finally the power component must be prepared with a Craft (alchemy) check (DC varies) unless it is something ready as is (like blood). It makes things more interesting after a creature is slain and gives added flavor to material components.
 


In all the D&D games I have played/run, I have never used spell components other than expensive/rare items. IMO, spell components seem to be what an apprentice would use. Namely, someone that doesn't fully understand the proper way to cast spells. The components serve as a helping hand for the caster's lack of skill and/or knowledge. I consider a 1st+ level caster to be beyond such things for all but the most powerful of spells. I guess I just don't see the heroic wizard (Gandulf, Merlin, Belgarion, Macross the Black) rifling through a bag looking for bat guano.
 

Ylis said:
I've always hated the whole spell slots thing as well...so how do balance out characters not using spell slots? I'd be interested in maybe implementing that in my games as well...if you don't mind sharing your secrets ;)

Spell points, more or less. Spells cost however many points as the slot they occupy, a character has has points equal to spell level/day + INT bonus. Wizards can cast from the whole list in heir spellbooks, and can aquire new spells. Sorcerers are locked into their lists, but get their INT and CHA bonus in slots. Mind you, we're OK as a group with large numbers of spells being flung per session. :)

Edit: Minor correction. I had made it sound like Wizards could pick spells like Clerics, from the entire list. Not so.
 
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Yes for all classes.

Leaving them out would damage both flavor and balance, imho.

Also, without material components you can't use Eschew Materials. ;)

Of course, I also run spell component pouches as written- as long as you have one, it's assumed that any non-costly components are covered.
 

..

Wow. I want to play in one of these games where magic users don't have to follow the rules and use components. That would be awesome to be casting arcane spells in full plate with both hands full while bound and gagged. Just by gauging the amount of people in this thread who ignore components makes me realize why so many people say casters are too powerful.

Here's a question: would you let a fighter use a bastard sword in one hand without the feat? No? Hmm. I bet fighters would gain a lot more popularity if they were allowed to ignore proficiencies and requisites.
 

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