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#11 | |
Join Date: Feb 2021
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I also find Spell Components to be cumbersome. I've been playing a lot of D&D 2e with a new group and they moved away from it with a few exceptions. The game runs a lot smoother. |
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#12 |
Join Date: Jun 2019
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Simplest might be to keep them optional and reward their use with a small bonus. Say a +1 DX bonus creating an illusion if you burn sandalwood incense first -- but you don't have to have the incense because you can still cast the spell normally without it. Perhaps some components might be considered standard parts of a wizard's kit.
I'd certainly want a few unusual requirements to add both color and comic relief "What are you doing Merlin, we need that demon now or we're all dead!" "I'm slathering my torso with blueberry preserves -- do you want this spell to work or not?"
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#14 |
Join Date: Oct 2020
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#15 |
Join Date: Jan 2018
Location: Sydney, Australia
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#17 |
Join Date: Apr 2018
Location: Idaho Falls
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I agree with David's post above and have a long history of seeing this in many different games - anytime you create a rule that makes success more likely the players will work to include that "trick" into any attempt they make - it's game play that drives many choices players make usually before "game experience"
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Tags |
d&d, magic, material, staff |
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