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2018-10-19, 10:00 AM (ISO 8601)
- Join Date
- Feb 2017
Re: Trying to Understand Spell Components
D&D is silly. It's not ONLY silly, but it is silly, and it has been from the start. You have brains with legs, murder carpets, official books written by alien crime lords, and, yes, weird spell components.
Trying to remove the silliness of the brew that is D&D is like trying to remove the corniness of Star Wars or the optimism of Superman.
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2018-10-19, 10:04 AM (ISO 8601)
- Join Date
- Jul 2017
Re: Trying to Understand Spell Components
What lead you to that conclusion?
Flipping through most of the posts here the consensus is that material components are kinda silly and mostly based on the history of the game.
There really isn’t a formula for spell design, at least as far as components go.
I think your free to tweak components in your game as much as you like and I doubt it would have much impact on gameplay.
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2018-10-19, 10:50 AM (ISO 8601)
- Join Date
- May 2016
- Location
- Corvallis, OR
- Gender
Re: Trying to Understand Spell Components
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2018-10-19, 10:54 AM (ISO 8601)
- Join Date
- Oct 2017
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2018-10-19, 12:34 PM (ISO 8601)
- Join Date
- Jan 2018
- Location
- Roshar
- Gender
Re: Trying to Understand Spell Components
All of this kind of gets into the underlying reason I started this thread, namely that I'm working on crafting a modified system of spell components for the adaptation of Breath of the Wild that I mentioned elsewhere. I'm thinking of starting a separate thread to get into the weeds of how that would work, leaving this as more of a theoretical discussion thread about how spell components work/are intended to work.
But my intention was to simplify the system into "requires a focus" and "doesn't require a focus." This thread has been bringing up a lot of things that would be eliminated by using that system, as detailed here...
Essentially, you'd lost a lot of the little subtleties that TheFryingPen mentions here. There are spells you can cast without moving, or without talking, which are separate; spellcasters with weapons are affected differently... Of course, a lot of tables just plain ignore these, so it's not likely that a lot of tables would miss them. But I like the tactical implications, and I'd miss the potential for enforcing them.
If we had the Silent Spell and Still Spell feats in existence in 5e, that could help. It could be an option to selectively make one spell silent if the situation calls for it. But in turn, that steps on the Sorcerer's conceptual toes in 5e. So, essentially, I'm tugging at the threads of a rather complex system that's intertwined with a lot of aspects of the game, and there's the potential to accidentally unravel things I didn't mean to if I pull the wrong way.
I've also been thinking about removing several classes of spells from the standard spell list and instead tethering them to magic items that allow a limited number of castings - area-effect damaging spells being a big group that I'd like to give this treatment. I suppose this would accomplish the same thing as consumable material components.Last edited by AureusFulgens; 2018-10-19 at 12:36 PM.
Spreading noble, cheerful insanity since [BIRTH DATE REDACTED]. Responds to Aureus, Mr. Fulgens, and Brightlord Radiant. Is all three of the Fey Spirits from Tasha's.
Things I've worked on:
Comprehensive DPR Calculator v2.0 (with LudicSavant)
My expansive and highly professional homebrew portfolio currently contains:
Art Cleric
Lanayru Marsh Druid
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2018-10-19, 01:27 PM (ISO 8601)
- Join Date
- Sep 2016