Spell Components

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TheMetal1
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Spell Components

Post by TheMetal1 »

I came across a good discussion on spell components over at Jeff's Gameblog

http://jrients.blogspot.com/2012/02/mat ... 9241938455

and was wondering how you all out there handle the material components in your games. Do you track like arrows, do you ignore them, do you do periodic audits like in knights of the dinner table?

I'd also be curious to know how you all handle the verbal and somatic components - do the players role-play out those or is it just assumed.

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kreider204
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Re: Spell Components

Post by kreider204 »

I pretty much handwave components - especially somatic ones ...

Thank you! I'll be here all night!!! :)

Seriously, though, I pretty much assume verbal and somatic, and only think about them if the situation suggests otherwise (e.g., gagged and bound). I more or less ignore material components - no fun at all ...

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TheMetal1
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Re: Spell Components

Post by TheMetal1 »

I'll occassionaly have the players come up with a word or phrase for each spell, but I do like them to keep track of material components.

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MormonYoYoMan
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Re: Spell Components

Post by MormonYoYoMan »

(Duplicate post. Move along. Nothing to see here.)
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MormonYoYoMan
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Re: Spell Components

Post by MormonYoYoMan »

I gave (hidden) bonuses to players who came up with their own incantations. Later, one of my players ran a Champions campaign (and I played a Dr Strange disciple) and gave me the same type of bonuses -- IF I managed a rhyming cantrip. Do you know how few words rhyme with "vanish" or other synonyms?
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DeadReborn
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Re: Spell Components

Post by DeadReborn »

In our current game, I haven't been keeping track of material components. The first game I ever played in, the DM always made us come up with verbal components, your spell didn't work otherwise. People came up with some funny stuff. :)
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serleran
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Re: Spell Components

Post by serleran »

Yes, and no. In situations where it would matter, like being tied up or in an environment where even your own blood is rare, then yeah... we keep a closer look. Otherwise, we don't care. I have awarded players who do it on their own though, just because.

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TheMetal1
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Re: Spell Components

Post by TheMetal1 »

MormonYoYoMan wrote:. Do you know how few words rhyme with "vanish" or other synonyms?
...Tanish, Banish, Spanish, Clanish, Danish... :)

Yeah the whole making up a verbal component is cool and funny. I hadn't tried the rhyming requirement, I will next time though.

We had a lot of fun one time when I made the Bard have to use an instrument and sing for his bardic effects to take place. The only thing we had on hand for an instrument was a childern's push-button guitar. Good fun.

What do you all think about allowing for a physical damage or experience points pentalties if they don't have material components?

Lord Dynel
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Re: Spell Components

Post by Lord Dynel »

I've done it a couple different ways.

I've totally disregarded them. I wasn't happy with that method and strangely enough, neither were my players.

I've done a "monthly overhead" of 100 gp x spell level for components. That took care of all components and the PC didn't have to worry about it.

Most recently, and for a while now, I've hand waved the components unless it has a listed price, or seems expensive. Otherwise, I assume that the PCs can pick them up during regular adventuring. For C&C, there aren't a whole lot of listed prices, so it makes it pretty easy for the players.
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Go0gleplex
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Re: Spell Components

Post by Go0gleplex »

Generally I've ignored them over the years, though lately I've been rethinking that position. In part due to the issues related to the discussion of the fighter class. Spell components can become the balance factor of the mage. Keeping track of components can really make a mage think about what spells to cast should they only have a limited number of components. It can also serve as an adventure hook, seeking out that rare component for a magic item or really high level spell. (or just plain money sink should such a component become commercially available.)

Sure, ignoring them makes the game run faster with less headaches, but doing so does seem to make the mage that much more awesome, particularly at the higher levels when the class power curves start separating significantly. My thoughts anyhow.
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MormonYoYoMan
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Re: Spell Components

Post by MormonYoYoMan »

Baron, not only does that make sense, I suspect that's why Gygax and/or Arneson originally added the requirement for components. And now that I think of it, I can remember a game in which our characters defeated a MUCH more powerful wizard than the motley group of us - because it took him too long to gather his components and cast the spell, whatever it was.
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Arduin
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Re: Spell Components

Post by Arduin »

I don't make players recite actual words. Although some have. If somatic is required, one hand/arm must be free and the caster can't defend against attacks while casting. I don't track mundane components but I do for rare & or expensive (listed cost) ones.
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