Esoteric Material Components?


Advice


Has anyone tried out the esoteric material components rules from Unchained? If, so, how did you and your players like the system?


My main thought about it as a player is that magic doesn't need to be better, it's already stronger than what non-magic user can do.

And depending on how your party handles wealth, the cost doesn't balance it out.


Claxon wrote:

My main thought about it as a player is that magic doesn't need to be better, it's already stronger than what non-magic user can do.

And depending on how your party handles wealth, the cost doesn't balance it out.

Is this opinion coming from actually playing with them, or just based on reading over them?

Really? Nobody in all of the world has used them?
Cool! Looks like I'll get to be the 1st one to dive in and see how bad they break my game.


No, I didn't use the system because face value of reading it tells me magic doesn't need options to be more powerful than it already is.

This wont break you game any harder than magic normally already does, but it's just something else for martial characters to be jealous of.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

My read of those rules was that the primary function of esoteric components is to compensate for the limited magic rules, allowing a wizard to use the spell as per normal rather than with the reduced DC and damage dice intrinsic with the limited magic rules.

If you allow using esoteric components to further beef up normal spellcasting, then you are allowing a major increase in magical power to a class that is already overpowered. Poor martials, who don't get such nice toys.

But hey, whatever floats your boat.

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