How do people handle spell components?

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Sir Izzy
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How do people handle spell components?

Post by Sir Izzy »

I've been reading about spell components and the alternate ways of accounting for them, but I'm not entirely sold on any of the suggestions in the CKG. I don't want to ignore them completely, but I also don't want to have players keep track of every single component. Something in the middle would be nice.

How do people handle spell components in their games?
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Re: How do people handle spell components?

Post by JediOre »

I don't.

We have, on occasion, required components for spells fifth level and higher, but even then it was a hit or miss. Been gaming for thirty-four years and have really never missed requiring spell components.
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Re: How do people handle spell components?

Post by Arduin »

Sir Izzy wrote:I've been reading about spell components and the alternate ways of accounting for them, but I'm not entirely sold on any of the suggestions in the CKG. I don't want to ignore them completely, but I also don't want to have players keep track of every single component. Something in the middle would be nice.

How do people handle spell components in their games?
From my house rules doc found in my sig.

"Spell components are in use. Costs as per CKG list. No need to list/track common/really cheap components unless during long periods of isolation where they wouldn't be available."
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Re: How do people handle spell components?

Post by Treebore »

Kind of like Arduin, I act as if the 3E Feat "Eschew Materials" is in effect at all times, so I only have them track truly expensive materials, such as what is needed for Identify, otherwise I am assuming they are collecting as they travel, since much of what they need is pretty easy to find.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Re: How do people handle spell components?

Post by Buttmonkey »

If the component costs more than 10 gp, I have them track it. Otherwise, I assume they have as much as they need.
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Re: How do people handle spell components?

Post by alcyone »

Adventures Dark and Deep has an optional rule that says pretty much you pay 100 gp once per adventure, and you can use any spell that has a component that costs less than that. You are still on the hook for expensive things like 1000gp of diamond dust or whatever. But this isn't that much different than the rule in the CKG that says to charge 20gp per level every few sessions to wizards, and some other number I forget, maybe 10gp per level for clerics.
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Re: How do people handle spell components?

Post by pawndream »

Hand-waived.

I generally don't track material components and just assume that casters will take care of that in their downtime. Occasionally I will have them pay a landing fee every level or so. Basically deduct a pile of gold and restock your supplies. If a rare or expensive component is involved, I might have them specifically purchase that. But, if it's something like cricket legs, a bit of wool, etc. the pay-off for tracking that sort of thing is not big enough to make it worthwhile...at least for the style of game I run.

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Litzen Tallister
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Re: How do people handle spell components?

Post by Litzen Tallister »

As has been said already, unless said spell component is a rare or expensive item, I've assumed that the caster is able to keep a stock of the spell component, unless somewhere that would make finding the component difficult or impossible.

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Sir Izzy
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Re: How do people handle spell components?

Post by Sir Izzy »

Thanks for the feedback. I agree, most components are easy to obtain and don't need to be worried about. The exceptions are the really expensive items, which make use of all that treasure and/or can lead to role playing opportunities.

Follow up question: Do you ignore/overlook all spell components, or just (most of) the material components?
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Re: How do people handle spell components?

Post by Sir Ironside »

For the most part I totally ignore spell components. To be honest I was never that enamoured with the vanican system D&D uses. In the early 80's I was exposed to Chivalry & Sorcery and when I played a Mage in that system I felt totally liberated.
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Re: How do people handle spell components?

Post by pawndream »

Sir Izzy wrote:Thanks for the feedback. I agree, most components are easy to obtain and don't need to be worried about. The exceptions are the really expensive items, which make use of all that treasure and/or can lead to role playing opportunities.

Follow up question: Do you ignore/overlook all spell components, or just (most of) the material components?
Unless the item in question will provide an interesting adventure or roleplay opportunity, I pretty much ignore them altogether.

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Re: How do people handle spell components?

Post by lobocastle »

For lower levels (1 to 4) I do not require spell components. After 4th level I review on a spell by spell basis if to use spell components.

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Re: How do people handle spell components?

Post by lobocastle »

For lower levels (1 to 4) I do not require spell components. After 4th level I review on a spell by spell basis if to use spell components.

JLL

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Re: How do people handle spell components?

Post by Snoring Rock »

I have them spend 100gp at start. That covers pouches, bottles and everything they need for a start. Anything over 10gp in value is extra. Then as they advance in level and adventure, as long as they are "collecting" along the way, I assume they have what they need as long as it is less than 10gp in value. Over that, they must be specific. I use the chart in the CKG for prices.

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Re: How do people handle spell components?

Post by Arduin »

Sir Izzy wrote:
Follow up question: Do you ignore/overlook all spell components, or just (most of) the material components?
ALL spell components are in use in my game. (as per my original answer). To make it that a spellcaster only has to think in order to cast makes them even more powerful. NOT a good idea at all.
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Re: How do people handle spell components?

Post by Rigon »

I hand wave spell components. I don't need to track that minutia.

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Re: How do people handle spell components?

Post by Snoring Rock »

Rigon wrote:I hand wave spell components. I don't need to track that minutia.

R-
I have given that some thought. I mean, no one has really given a good way of tracking it anyhow. But it begs the question; do you hand wave say, the gem for identify? To me, it seems like it makes that too easy or cheap to identify magic items. Of course I have always enjoyed seeing the PC's figure it out on their own. But there are also other expensive spells for better examples. Do you hand wave them all?

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Re: How do people handle spell components?

Post by Rigon »

Snoring Rock wrote:
Rigon wrote:I hand wave spell components. I don't need to track that minutia.

R-
I have given that some thought. I mean, no one has really given a good way of tracking it anyhow. But it begs the question; do you hand wave say, the gem for identify? To me, it seems like it makes that too easy or cheap to identify magic items. Of course I have always enjoyed seeing the PC's figure it out on their own. But there are also other expensive spells for better examples. Do hand wave them all?
Pretty much. I figure the players are honest enough to keep track of expensive components on their own and for cheaper components, I don't worry about it. That's how I've done it for 25 years of gaming, and it's been fine so far.

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Re: How do people handle spell components?

Post by Omote »

Rigon wrote:That's how I've done it for 25 years of gaming, and it's been fine so far.

R-
Players are lazy and don't keep good track of that stuff. They're ripping you off man.

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Re: How do people handle spell components?

Post by alcyone »

When I am a player I do my best to follow the rules the DM has in place.

If you want players to do that level of tracking, you do need to make it clear how and where components are obtained, and give them some way of accomplishing that. That is easiest if most of the are obtainable through merchants, then you can provide a list of common components and prices and who sells them in your campaign, but even if that isn't true, if they have to quest for them or use some other means, the important thing is to set the expectations.

It's usually the case, even with well-intentioned players, that a rule you expect to be followed AND enforced by the players won't work well unless you are testing the rule also. If you ask about components regularly and don't allow the spell to be cast if it's not present, that makes the expectations clear.
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Re: How do people handle spell components?

Post by Rigon »

Omote wrote:
Rigon wrote:That's how I've done it for 25 years of gaming, and it's been fine so far.

R-
Players are lazy and don't keep good track of that stuff. They're ripping you off man.

~O
True, but so am I and it hasn't effected the way my games are played. It really isn't a big deal to me.

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Re: How do people handle spell components?

Post by Fiffergrund »

I don't see the benefit of line-item accounting.

I do see the benefit of requiring special, expensive components. I see the benefit of requiring a special focus item, in some cases.

I do think that it is important to tell players that components are still necessary, even though the accounting is going to be waived in most cases.

Adds a bit of drama when the wizard takes a swim, or gets blasted with fire, and his pouches are destroyed.
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Re: How do people handle spell components?

Post by Treebore »

You guys do realize we are talking about how we are too lazy to track spell components, right?

Like I basically said before, most of the components are super cheap and often easy to come by, so I just assume they collect those as they travel. The only thing I worry about are the expensive components. Tracking all of them would eventually require spreadsheets, and I hate having to use spreadsheets, so I largely ignore it, since it takes away from the fun.

The only time I really worry about it is the rare times I have a player set up a Alchemy Lab for their own private use. Most of the time they just join one of the Orders I have in my game, and use their labs, paying their fee's and dues, and I know how well stocked those Orders are, so no need to track that either.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: How do people handle spell components?

Post by Treebore »

Fiffergrund wrote:Adds a bit of drama when the wizard takes a swim, or gets blasted with fire, and his pouches are destroyed.



Agreed, and in my games they can still make a SIEGE check to cast a spell without components available, the CL is Spell Level +3. Failure means the spell didn't go off and was wiped from memory.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: How do people handle spell components?

Post by Ronin77 »

Ive been toying with something a little different.

Requiring a roll to cast. Some times using a spell craft roll. If a character uses components, Take the required time, Speak the right words and make the right gestures the roll is normal. For each of these that are not taken into an account its a -1 to the roll (or possibly -2 for components, -1 for rest).

So if you choose not to use components and don't (or cant) speak the right words your using more force of will and less focus. So your looking at a -2.
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Re: How do people handle spell components?

Post by alcyone »

In my own games I just do the same thing as 3.5; you automatically have any component that doesn't have a listed price in the spell description.
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Re: How do people handle spell components?

Post by Treebore »

Ronin77 wrote:Ive been toying with something a little different.

Requiring a roll to cast. Some times using a spell craft roll. If a character uses components, Take the required time, Speak the right words and make the right gestures the roll is normal. For each of these that are not taken into an account its a -1 to the roll (or possibly -2 for components, -1 for rest).

So if you choose not to use components and don't (or cant) speak the right words your using more force of will and less focus. So your looking at a -2.
Yep, this is what I call "Feat-like" rolls, so have had this covered in my House Rules for years. My players don't use them very often, because for some reason they prefer their spells being guaranteed to go off, but in a pinch, they do have the options.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: How do people handle spell components?

Post by Snoring Rock »

Rigon wrote:
Snoring Rock wrote:
Rigon wrote:I hand wave spell components. I don't need to track that minutia.

R-
I have given that some thought. I mean, no one has really given a good way of tracking it anyhow. But it begs the question; do you hand wave say, the gem for identify? To me, it seems like it makes that too easy or cheap to identify magic items. Of course I have always enjoyed seeing the PC's figure it out on their own. But there are also other expensive spells for better examples. Do hand wave them all?
Pretty much. I figure the players are honest enough to keep track of expensive components on their own and for cheaper components, I don't worry about it. That's how I've done it for 25 years of gaming, and it's been fine so far.

R-
Me too, pretty much. I have them keep track all of the stuff over 10gp for the first few levels, but I am spotty at best. I do ask for expensive stuff like gold dust and gems. I do spot checks for components. So my players collect odd things like bat wings, and spider fangs, rat whiskers, feathers, etc. As long as they collect something each day along the way, or drop in at the local apothecary, and spend a few coppers, I hand wave it as well. As long as they role play the gathering.

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Re: How do people handle spell components?

Post by Snoring Rock »

Snoring Rock wrote:
Rigon wrote:
Snoring Rock wrote:
Rigon wrote:I hand wave spell components. I don't need to track that minutia.

R-
I have given that some thought. I mean, no one has really given a good way of tracking it anyhow. But it begs the question; do you hand wave say, the gem for identify? To me, it seems like it makes that too easy or cheap to identify magic items. Of course I have always enjoyed seeing the PC's figure it out on their own. But there are also other expensive spells for better examples. Do hand wave them all?
Pretty much. I figure the players are honest enough to keep track of expensive components on their own and for cheaper components, I don't worry about it. That's how I've done it for 25 years of gaming, and it's been fine so far.

R-
Me too, pretty much. I have them keep track of all of the stuff over 10gp for the first few levels, but I am spotty at best. I do ask for expensive stuff like gold dust and gems. I do spot checks for components. So my players collect odd things like bat wings, and spider fangs, rat whiskers, feathers, etc. As long as they collect something each day along the way, or drop in at the local apothecary, and spend a few coppers, I hand wave it as well. As long as they role play the gathering.

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Re: How do people handle spell components?

Post by MrGrim »

I put spell components in the same category as calculating encumbrance...it's all extra detail that bogs down a game. With encumbrance I just use common sense as to whether or not a given character is encumbered. With components, I just ignore them altogether.

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