Let's take a look at Spell Components: Do you enforce "all" of them?


Pathfinder First Edition General Discussion

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neither do i, there´s the players for doing that, t´will be redundant if i write evrything too!!

there will be a cost for evrything, because it-must-be-that-way
and is the job for a super dm to decides which system use.


Alice Margatroid wrote:

But it's true. Making a wizard track spell components does literally nothing to reduce their in-game abilities, unless you get to the point of playing a game of Statblocks & Spreadsheets and track every individual piece of string or poop and restricting its availability. In which case the player would probably just pick spells that use string or wool fluff or matches or other common things.

All it serves is to annoy the player with incredibly irrelevant minutiae.

YES

This isn't a case of deliberate irritation. It's one of natural selection. Magic Missle, has no M component. Both Sleep and Colour Spray do.

Which is the better spell?

There are literally hundreds of posts on this forum discussing how much better Color Spray (my favorite spell incidentally) is than Magic Missle. Yet the difference, and value, of NOT having a M component is never figured in to those mental calculations. Yet that component and the component rules are there for a reason.

I always have Magic Missle as a player. Frequently Spell Mastery for Magic Missle. So I can always cast it.

If you pull out your CRB and go through all the "no brainer" spells you'll find that most of the better ones have a M component. Some of them have weird or not necessarily cheap or readily available components. Ground Mica? Gem Dust? Dragon Scales and Demon's Blood, these are but in limiters to more powerful spells. It's subtle but it's there.

On a completely different note there are a bunch of good spells that have no S component, so you can cast them in full plate without risk of ASF. That's there for a reason too.

Scarab Sages

Regarding the Cost Of Living rules (or 'suggestions', for those who consider the Gamesmastering section of the book to be Not Rules), I've always found that whenever the GM suggests setting an abstract fund to cover food, board, and clothing, the players themselves volunteer to pay weekly rates far in excess of those listed figures.
And for one-off expenditures, such as throwing a party, or buying everyone in the tavern a round of drinks, they also err on the high side.

Whereas, whenever the GM insists on coppering up for every meal, I see things swing to the opposite extreme; they realise there's no difference to their sustenance level, for eating the cheap gruel and mug of water, over a heaving platter of rabbit-inside-a-lamb-inside-a-pig-inside-a-cow, basted in giant bee honey, washed down with thousand year old elven mead.
So, they declare they're spending 1 sp/day on food, and save thousands of gp, over the course of their career, to be spent on flash gear, which the GM hates.

If you're going to discuss immersion-breaking behaviour, I'd take the players declaring "We leave the innkeeper 50gp each, to cover the week." any day, over "What's that? A feast? In our honour? Oh, I couldn't possibly eat another thing. I gnawed on a discarded apple core I found in the gutter this morning, washed down with a saucer of rainwater. Mmmmm-hmmmm. <rubs tummy>"


I recommend just having the Basic Spell Components be figured into the Cost Of Living Prices.

Only track the high cost components.


Kthulhu wrote:
RAW handwaving is still handwaving. It's just also evidence of bad game design when a game gives you rules for something, and then elsewhere tells you to not bother with those rules.

I'm confused, where does the game give rules for buying inexpensive components?

Scarab Sages

Oh, Rynjin, do try to keep up.

We've moved on, to debating the knuckle-biting tension of four players deciding between the Soup of The Day, or the Ploughman's Platter.

They can't possibly clear out the Caves of Chaos, until this weighty conundrum has been settled.


Snorter wrote:

Regarding the Cost Of Living rules (or 'suggestions', for those who consider the Gamesmastering section of the book to be Not Rules), I've always found that whenever the GM suggests setting an abstract fund to cover food, board, and clothing, the players themselves volunteer to pay weekly rates far in excess of those listed figures.

And for one-off expenditures, such as throwing a party, or buying everyone in the tavern a round of drinks, they also err on the high side.

Whereas, whenever the GM insists on coppering up for every meal, I see things swing to the opposite extreme; they realise there's no difference to their sustenance level, for eating the cheap gruel and mug of water, over a heaving platter of rabbit-inside-a-lamb-inside-a-pig-inside-a-cow, basted in giant bee honey, washed down with thousand year old elven mead.
So, they declare they're spending 1 sp/day on food, and save thousands of gp, over the course of their career, to be spent on flash gear, which the GM hates.

If you're going to discuss immersion-breaking behaviour, I'd take the players declaring "We leave the innkeeper 50gp each, to cover the week." any day, over "What's that? A feast? In our honour? Oh, I couldn't possibly eat another thing. I gnawed on a discarded apple core I found in the gutter this morning, washed down with a saucer of rainwater. Mmmmm-hmmmm. <rubs tummy>"

Actually, telling the landlord, "Here's 50gp, tell me when that's used up", is what I'd probably do if the GM tried to make me track all the daily meal/lodging expenses.

BTW, is there even a rule about eating? By RAW, do characters even have to eat at all? Penalties for not doing so? Anything?


Snorter wrote:

Oh, Rynjin, do try to keep up.

We've moved on, to debating the knuckle-biting tension of four players deciding between the Soup of The Day, or the Ploughman's Platter.

They can't possibly clear out the Caves of Chaos, until this weighty conundrum has been settled.

Oh, that.

Yeah TBH I actually didn't know there were concrete "Cost of Living" rules until this thread. Here I've been paying out of pocket for my bottomless supply of booze.

Though 5 kegs of ale in a Bag of Holding has lasted me a while now. Gonna have to get rid of those somewhere now that my character's sobered up, now I think of it.

Verdant Wheel

Zaister wrote:
rainzax wrote:
i have devised an abstract "Trinket" system.
Hey, I like your system! :)

hey thanks!


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This thread does show an interesting facet of the game. At some point the economics fail. After what the 5th level? The only thing that matters is the secondary magic item economy.

Shallowsoul has been defending me all day. I do enforce material component rules, and I make players re purchase component pouches as they adventure and power up. The pouches have an increasing cost.

I do not require a spreadsheet that states:
12 pinches of bat guano
9 packets of colored sand
2 live spiders
3 pieces of goose down
Etc.

That's tedious.

Yet I have 0 issue with requiring a recurrent cost for components. Just as I have 0 issue with requiring a recurrent cost for arrows. Or a recurrent cost for stabling horses. Or eating. The cost of living rules are an abstraction to prevent micro management. But I've met players who own one set of clothes, have worn them everyday for 2 years of in game time and then think they can start talking to the local lord and be taken seriously. Because there is no rule that says otherwise. Someone upthread asked if there was a mechanical requirement to eat. Seriously? Is that needed?

There is no mechanical downside to be being dead either. But try it my table.

It's often stated that the game is about resource management. Those resources are actions, HP and per day abilities. Somehow, somewhen it stopped being about equipment. Apparently characters never have to face poverty or deprivation. Which is funny, since poverty and deprivation are one of the few things that would get me motivated to get into the situations my characters find themselves in.

Why do Rich adventurers keep going?

As a flavor bonus, material components are a great reason for wizards to leave their towers, stop crafting, and travel the world. Doing stuff.


rainzax wrote:
Zaister wrote:
rainzax wrote:
i have devised an abstract "Trinket" system.
Hey, I like your system! :)
hey thanks!

I like it as well. And may actually phase it in to my own game.


1 person marked this as a favorite.
zagnabbit wrote:

This thread does show an interesting facet of the game. At some point the economics fail. After what the 5th level? The only thing that matters is the secondary magic item economy.

Shallowsoul has been defending me all day. I do enforce material component rules, and I make players re purchase component pouches as they adventure and power up. The pouches have an increasing cost.

I do not require a spreadsheet that states:
12 pinches of bat guano
9 packets of colored sand
2 live spiders
3 pieces of goose down
Etc.

That's tedious.

Yet I have 0 issue with requiring a recurrent cost for components. Just as I have 0 issue with requiring a recurrent cost for arrows. Or a recurrent cost for stabling horses. Or eating. The cost of living rules are an abstraction to prevent micro management. But I've met players who own one set of clothes, have worn them everyday for 2 years of in game time and then think they can start talking to the local lord and be taken seriously. Because there is no rule that says otherwise. Someone upthread asked if there was a mechanical requirement to eat. Seriously? Is that needed?

There is no mechanical downside to be being dead either. But try it my table.

It's often stated that the game is about resource management. Those resources are actions, HP and per day abilities. Somehow, somewhen it stopped being about equipment. Apparently characters never have to face poverty or deprivation. Which is funny, since poverty and deprivation are one of the few things that would get me motivated to get into the situations my characters find themselves in.

Why do Rich adventurers keep going?

As a flavor bonus, material components are a great reason for wizards to leave their towers, stop crafting, and travel the world. Doing stuff.

The "rule about eating" was mostly in jest.

It's not that it's stops being about resource management of equipment. It's that it stops being about resource management of cheap equipment. Because it's cheap. Even at 5th level, I'm never going to be able to shoot enough regular arrows to notice the cost. Using WBL, I'm going to make ~5,500 gp before 6th level. The limitation on how many arrows I've got is how many I want to carry, not how many I can afford.
Magic arrows, on the other hand. That's where the resource management comes in.

Similarly for most of this kind of thing. When you've just found a dragon's hoard worth ~12,000gp, haggling with the stable master over a few coppers loses it's appeal.

You can't have a game where poverty and deprivation are motivating factors, if the game is also designed around having all kinds of expensive gear. "I'm wearing 30,000gp worth of magic gear, but I can't afford to eat so I have to go adventure again." Makes no sense. Sell one of those magic items and live comfortably for the rest of your life.

And my character isn't wearing the same cheap clothes he had at 1st level. He's wearing an enchanted masterpiece suit of armor, worth more than the local lord's petty little town. He could have stopped and bought a fancy suit, but since he's ridden 3 days and is only an hour ahead of the undead horde, the lord had better take him seriously anyway.

I wouldn't have a real problem with buying a new, more expensive spell component pouch with each new spell. OTOH, you'll have to make sure they're available if the party's away from markets for awhile. Things like Smuggler's Shiv would be tricky to work.

Liberty's Edge

zagnabbit wrote:

This isn't a case of deliberate irritation. It's one of natural selection. Magic Missle, has no M component. Both Sleep and Colour Spray do.

Which is the better spell?

Considering that Sleep requires sand or rose petals or a live cricket, and that Color Spray requires coloured sand, I am pretty sure the average wizard will have no problem whatsoever using them...

Like everyone in this thread is saying, if you want dragon's scales and devil's blood to have a non-insignificant cost, you're welcome to, but that's a house rule you have to instigate.

By the way, I like the cost of living rules. Never knew about them. What a useful little thing.


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Alice Margatroid wrote:
zagnabbit wrote:

This isn't a case of deliberate irritation. It's one of natural selection. Magic Missle, has no M component. Both Sleep and Colour Spray do.

Which is the better spell?

Considering that Sleep requires sand or rose petals or a live cricket, and that Color Spray requires coloured sand, I am pretty sure the average wizard will have no problem whatsoever using them...

Like everyone in this thread is saying, if you want dragon's scales and devil's blood to have a non-insignificant cost, you're welcome to, but that's a house rule you have to instigate.

It's an occasional hassle, if you're separated from your pouch or when you're grappled, so it's nice to have some spells ready that don't need components.

The only thing I'd say about requiring components like dragon's scales or devil's blood to be found or bought explicitly is that the GM had better make it clear up front exactly which components count. No sudden claims that some component is obviously rare and that I only realize in the middle of a fight that I can't use the spell I've prepared.


zagnabbit wrote:
rainzax wrote:
Zaister wrote:
rainzax wrote:
i have devised an abstract "Trinket" system.
Hey, I like your system! :)
hey thanks!
I like it as well. And may actually phase it in to my own game.

Where is this system?


On arrows.
A Zen Archer can reasonably fire off 5 arrows a round pretty early. So he blows through a quiver in 4 flurry of arrows. That's not insignificant.

The cost may be irrelevant, but the actual space that's taken up by 80 arrows is quite significant.

Now an Effecient Quiver is a must for a Zen Archer. But at 15th level, that's not even adequet.


1 person marked this as a favorite.

@theJeff,
When you find that dragon horde worth 12,000 gp; how do you get it to market? The RAW would indicate that if it's 12,000 gold coins, that weighs 1200 lbs. In the traditional 4 man party that's 300lbs a character.

This is the type of stuff that gets handwaived and drives me nuts. It may be tedious to keep track of a wagon full of loot, but getting a dragon horde to market, 100 miles from the lair is an adventure in and of itself.

Now it's pretty much assumed that Bags of Holding, Haversacks and even Portable Holes are ubiquitous. It's also not likely that said horde is all gold. The copper coins are exponentially more difficult to get home.

This stuff may be "unheroic", but it's not really heroic for there to be no real challenges to adventuring. Every year the game "abstracts" more of the mundane stuff that actually made up a lot of the old game.


zagnabbit wrote:

On arrows.

A Zen Archer can reasonably fire off 5 arrows a round pretty early. So he blows through a quiver in 4 flurry of arrows. That's not insignificant.

The cost may be irrelevant, but the actual space that's taken up by 80 arrows is quite significant.

Now an Effecient Quiver is a must for a Zen Archer. But at 15th level, that's not even adequet.

I'm currently playing in King Maker, currently 15th level in the final book. Other than at character creation, and some specialty arrows one PCs cohort has, we have not had to buy arrows. We have probably found over 1000 arrows during the course of the adventure. Admittedly only the cohort is a true archer, but he is firing off 5 or 6 arrows a round.


zagnabbit wrote:

@theJeff,

When you find that dragon horde worth 12,000 gp; how do you get it to market? The RAW would indicate that if it's 12,000 gold coins, that weighs 1200 lbs. In the traditional 4 man party that's 300lbs a character.

This is the type of stuff that gets handwaived and drives me nuts. It may be tedious to keep track of a wagon full of loot, but getting a dragon horde to market, 100 miles from the lair is an adventure in and of itself.

Now it's pretty much assumed that Bags of Holding, Haversacks and even Portable Holes are ubiquitous. It's also not likely that said horde is all gold. The copper coins are exponentially more difficult to get home.

This stuff may be "unheroic", but it's not really heroic for there to be no real challenges to adventuring. Every year the game "abstracts" more of the mundane stuff that actually made up a lot of the old game.

Coins are 50 to the pound, so that is only 240 pounds of gold.


Finding arrows is awesome.
Just like finding a bag of pearls that are perfect for Identify is awesome.

But yeah I've played in campaigns where material resources were completely irrelevant. It's fine for a night. But after awhile it strains my sense of immersion.


zagnabbit wrote:

@theJeff,

When you find that dragon horde worth 12,000 gp; how do you get it to market? The RAW would indicate that if it's 12,000 gold coins, that weighs 1200 lbs. In the traditional 4 man party that's 300lbs a character.

This is the type of stuff that gets handwaived and drives me nuts. It may be tedious to keep track of a wagon full of loot, but getting a dragon horde to market, 100 miles from the lair is an adventure in and of itself.

Now it's pretty much assumed that Bags of Holding, Haversacks and even Portable Holes are ubiquitous. It's also not likely that said horde is all gold. The copper coins are exponentially more difficult to get home.

This stuff may be "unheroic", but it's not really heroic for there to be no real challenges to adventuring. Every year the game "abstracts" more of the mundane stuff that actually made up a lot of the old game.

As you said, Bags of Holding and the like render this pretty easy. And while some of the treasure may be copper, the real value is probably in even more portable gems and magic items anyway.

Honestly, unless it's easy to transport, we probably just leave the copper and maybe the silver. In the games I've usually played, we go after the dragon because he's a threat or a step on the way to something else, not because we want to loot a dragon hoard. That's a nice side benefit, but not the main point. There are villains to thwart, princesses and kingdoms to save.


Vod wrote:

Coins are 50 to the pound, so that is only 240 pounds of gold.

Yet another abstraction. And significantly lighter that previous editions. Basically all coins are now the equivalent of a US Quarter. Though that means that gold coins are even smaller, like dimes maybe.

Yuck, how underwhelming.

Liberty's Edge

Pathfinder PF Special Edition Subscriber
zagnabbit wrote:

Finding arrows is awesome.

Just like finding a bag of pearls that are perfect for Identify is awesome.

But yeah I've played in campaigns where material resources were completely irrelevant. It's fine for a night. But after awhile it strains my sense of immersion.

Though I've only quoted Zagnabbit here, my response is directed more generally at all of those within this school of play.

I agree that completely handwaving the economy strains immersion. But how real do you insist your economy be? Shallowsoul seems to be arguing that careful consideration needs to be given to the financial implications of every bit of flavour text. And really, that is simply inviting any system to break down - you are going to be disappointed because any map that is not the territory will have have, by its nature, loss of granularity.

How many carats does a diamond need to be in order to be "worth 5000gp"? Do the color, quality, or cut affect this? Is a 100gp pearl larger on the coast than it is in the desert? After all, pearls are probably rarer in a desert, and are therefore more valuable. If you bought a 50gp pearl on the coast, but then traveled to a place where the same pearl was worth 100gp, can you use it as a 100gp pearl component, or not? If you bring a 15000gp dragon's horde into a town, how much will it be worth? Won't introducing that much liquidity into an economy unsettle expected costs?

The game can't ever cover all of this, so they shoot for broad, middle of the ground rulings, and encourage players to personalize their games. I wouldn't want to play in Judas' game, where as a 15 level character I am having to track every cp, but if he and his players enjoy it, more power to them. *shrug*

---

As an aside, concerning the presence of the spell component descriptions in the rules, if you pay attention to the older spells, you'll notice that most of the components are nerdy jokes.

Silver Crusade

The Shining Fool wrote:
zagnabbit wrote:

Finding arrows is awesome.

Just like finding a bag of pearls that are perfect for Identify is awesome.

But yeah I've played in campaigns where material resources were completely irrelevant. It's fine for a night. But after awhile it strains my sense of immersion.

Though I've only quoted Zagnabbit here, my response is directed more generally at all of those within this school of play.

I agree that completely handwaving the economy strains immersion. But how real do you insist your economy be? Shallowsoul seems to be arguing that careful consideration needs to be given to the financial implications of every bit of flavour text. And really, that is simply inviting any system to break down - you are going to be disappointed because any map that is not the territory will have have, by its nature, loss of granularity.

How many carats does a diamond need to be in order to be "worth 5000gp"? Do the color, quality, or cut affect this? Is a 100gp pearl larger on the coast than it is in the desert? After all, pearls are probably rarer in a desert, and are therefore more valuable. If you bought a 50gp pearl on the coast, but then traveled to a place where the same pearl was worth 100gp, can you use it as a 100gp pearl component, or not? If you bring a 15000gp dragon's horde into a town, how much will it be worth? Won't introducing that much liquidity into an economy unsettle expected costs?

The game can't ever cover all of this, so they shoot for broad, middle of the ground rulings, and encourage players to personalize their games. I wouldn't want to play in Judas' game, where as a 15 level character I am having to track every cp, but if he and his players enjoy it, more power to them. *shrug*

---

As an aside, concerning the presence of the spell component descriptions in the rules, if you pay attention to the older spells, you'll notice that most of the components are nerdy jokes.

Like I have stated before, it's more about those exotic components that you may not normally come across every day. I don't know about you but dragons in my world are legendary and don't come a dime a dozen. I would personally expect adventurers to have to go and out and either find those components or find one of those bizarre bazaars that carrying exotic and rare components.


zagnabbit wrote:

@theJeff,

When you find that dragon horde worth 12,000 gp; how do you get it to market? The RAW would indicate that if it's 12,000 gold coins, that weighs 1200 lbs. In the traditional 4 man party that's 300lbs a character.

This is the type of stuff that gets handwaived and drives me nuts. It may be tedious to keep track of a wagon full of loot, but getting a dragon horde to market, 100 miles from the lair is an adventure in and of itself.

Now it's pretty much assumed that Bags of Holding, Haversacks and even Portable Holes are ubiquitous. It's also not likely that said horde is all gold. The copper coins are exponentially more difficult to get home.

This stuff may be "unheroic", but it's not really heroic for there to be no real challenges to adventuring. Every year the game "abstracts" more of the mundane stuff that actually made up a lot of the old game.

Its a question of fun really. I have no issue keeping track of all that stuff and figuring out how much everything weighs, but my GM doesn't want to.

In my experience, players are often much more willing to haggle over every copper and pound than the GM.


shallowsoul wrote:
The Shining Fool wrote:
zagnabbit wrote:

Finding arrows is awesome.

Just like finding a bag of pearls that are perfect for Identify is awesome.

But yeah I've played in campaigns where material resources were completely irrelevant. It's fine for a night. But after awhile it strains my sense of immersion.

Though I've only quoted Zagnabbit here, my response is directed more generally at all of those within this school of play.

I agree that completely handwaving the economy strains immersion. But how real do you insist your economy be? Shallowsoul seems to be arguing that careful consideration needs to be given to the financial implications of every bit of flavour text. And really, that is simply inviting any system to break down - you are going to be disappointed because any map that is not the territory will have have, by its nature, loss of granularity.

How many carats does a diamond need to be in order to be "worth 5000gp"? Do the color, quality, or cut affect this? Is a 100gp pearl larger on the coast than it is in the desert? After all, pearls are probably rarer in a desert, and are therefore more valuable. If you bought a 50gp pearl on the coast, but then traveled to a place where the same pearl was worth 100gp, can you use it as a 100gp pearl component, or not? If you bring a 15000gp dragon's horde into a town, how much will it be worth? Won't introducing that much liquidity into an economy unsettle expected costs?

The game can't ever cover all of this, so they shoot for broad, middle of the ground rulings, and encourage players to personalize their games. I wouldn't want to play in Judas' game, where as a 15 level character I am having to track every cp, but if he and his players enjoy it, more power to them. *shrug*

---

As an aside, concerning the presence of the spell component descriptions in the rules, if you pay attention to the older spells, you'll notice that most of the components are nerdy jokes.

Like I have stated before, it's...

I don't imagine an individual dragon scale being that expensive. An adult black dragon is going to shed dozens of scales a day and have tens of thousands of them on his body. While they are rare, so are wizards who can cast spells that need them. One dragon could provide enough to supply hundreds of wizards for their entire life.


thejeff wrote:
Tiny Coffee Golem wrote:


Edit: Same goes for dragon scales. There are many things with scales of the dragon type that are much easier to catch than an elder wyrm.

It's also most likely you don't have to catch and kill a dragon to get dragon scales.

They're reptilian. They probably shed as they grow.
And even a small dragon has a lot of scales.

And for every person who had made a dragonscale armor, there are like six zillion of small scales, too small to be used for armor, which can be broken into ten parts each, making for sixty zilion of casting-worth dragonscales. You know, you can made a single medium scale armor from a gargantuan dragon. The rest of the skin should go to *Somewhere*.

Anyway, in my opinion, spell components is one of those sacred cows that would make for a tasty hamburger.

Scarab Sages

Roberta Yang wrote:
Here's another one: why can a wizard get a pouch of a thousand different spell components for free and grab any one he wants from it without spending an action, but an archer needs to track arrows and spend a move action to take out a bow?

Wizards have a limiting factor on how many spells they can cast. One that is lot more difficult to get around than purchasing extra arrows.

And remind me: what type is action is it to draw your arrows?


zagnabbit wrote:

Vod wrote:

Coins are 50 to the pound, so that is only 240 pounds of gold.

Yet another abstraction. And significantly lighter that previous editions. Basically all coins are now the equivalent of a US Quarter. Though that means that gold coins are even smaller, like dimes maybe.

Yuck, how underwhelming.

I believe the change was made for 3rd Edition. But interestingly a Gold Doubloon weighed less than 1/4 oz.


gustavo iglesias wrote:
thejeff wrote:
Tiny Coffee Golem wrote:


Edit: Same goes for dragon scales. There are many things with scales of the dragon type that are much easier to catch than an elder wyrm.

It's also most likely you don't have to catch and kill a dragon to get dragon scales.

They're reptilian. They probably shed as they grow.
And even a small dragon has a lot of scales.

And for every person who had made a dragonscale armor, there are like six zillion of small scales, too small to be used for armor, which can be broken into ten parts each, making for sixty zilion of casting-worth dragonscales. You know, you can made a single medium scale armor from a gargantuan dragon. The rest of the skin should go to *Somewhere*.

Anyway, in my opinion, spell components is one of those sacred cows that would make for a tasty hamburger.

I disagree. Its a lot of flavor that only becomes something else when someone decides it MUST BE SOMETHING ELSE.


shallowsoul wrote:
Like I have stated before, it's more about those exotic components that you may not normally come across every day. I don't know about you but dragons in my world are legendary and don't come a dime a dozen. I would personally expect adventurers to have to go and out and either find those components or find one of those bizarre bazaars that carrying exotic and rare components.

Well, you know, this is where you are wrong, from a standarg Pathfinder game point of view.

In your home game, you can houserule dragons to be as rare as you want. In Pathfinder, they ARE a dime a dozen.

By pathfinder rules, a suit of dragonhide armor cost as much as double the masterwork version of the armor. For, say, a scale mail armor, that's roughly in the 400g mark.

By pathfinder Base Value system, this mean you can buy it 75% of the time with "little effort" in any community with a Base Value of 500 or less, which mean any Village of 50 to 200 citizens.

And remember, that's the finished armor. The raw material for it, if you want to build it yourself, is 1/3 of that. For enough scales to build a whole scale mail armor (and scales big enough and tough enough to be used as armor, smaller scales are even cheaper)

That's "dime a dozen", yes. In your own homeworld, it might not be true. But RAW, in the standard game, under the basic assumptions, buying dragon scales is cheap as hell.


shallowsoul wrote:
Like I have stated before, it's more about those exotic components that you may not normally come across every day. I don't know about you but dragons in my world are legendary and don't come a dime a dozen. I would personally expect adventurers to have to go and out and either find those components or find one of those bizarre bazaars that carrying exotic and rare components.

Well, yeah. If you're going to change the assumptions about monsters and want the spell components to reflect that, you should probably change the components. Or at least let the players know they'll have trouble casting the spells.

Like playing a game set in Ireland and penalizing a player who takes Suggestion because there aren't any snake's tongues available.

In my world, the truly dangerous old dragons are rare, but young ones are common enough that they're hunted if a hatching site is found. You don't want to let too many of them grow up to be really dangerous.


Vod Canockers wrote:
zagnabbit wrote:

Vod wrote:

Coins are 50 to the pound, so that is only 240 pounds of gold.

Yet another abstraction. And significantly lighter that previous editions. Basically all coins are now the equivalent of a US Quarter. Though that means that gold coins are even smaller, like dimes maybe.

Yuck, how underwhelming.

I believe the change was made for 3rd Edition. But interestingly a Gold Doubloon weighed less than 1/4 oz.

Ah yes. Things made much more sense back in the early editions. When all coins were the same size and the same weight.

Sovereign Court

The game's about resource-management, but it's not always about the same resources.

Early in the game, a few gold pieces here and there are a precious resource. Later on, you play at the high roller table and worry about how many diamnonds.

Early in the game, encumbrance limits are a real constraint on your freedom. Later on, you're worrying how many scrolls you can scribe in a day.

Early on, you have to figure out how much you can heal per day. Later on, you have to figure out how to get rid of all those negative encounters in time for the next fight.

Early on, overland traveling speed is a thing. Later on, you worry about people teleporting into your own home like you do to them.

So yeah, there's quite some change in what resources you're managing. I think that's good; it'd be boring if you were just doing the same accounting stuff from level 1 to 20.

---

That said, gold pieces are weird. They're worth freakishly little. A pound of gold is 50gp. In the current real-world situation, a pound of gold is worth $24,360.90 - so a 1 GP is worth $487.22, and it buys you 50ft of hemp rope.

Incidentally, it might be interesting as a campaign premise that gems really have absolute value, as determined by their potential as spell components. Like food, they're inherently valuable, because they're useful. But the value is also somewhat standardized, because a "1000 carat" gem will power the same spell all over the world. Interesting to play around with.


ok the argue reach the nonsense plane


So I have a question for you guys then.

While it specifically says if there is no associated cost with an spell component do not track it, do any of you actually make your players go quest for things that, while RAW your spell pouch SHOULD HAVE, are rare?

Like the spell Sequester for example requires a basilisk eyelash which has no cost, would any of you folks have a quest centered around finding and killing a basilisk so you can procure its eyelash for the spell?

Liberty's Edge

I always get a very good laugh when posters mention that stuff like some of the component rules make no sense. D&D from the start imo has always had certain elements that imo never made sense. Dragons the size of jumbo jets that not only somehow fly but also seem to find enough food to survive no matter their size. The Beholder a speherical laser platform that somehow flies. Even better Mindflayers a race that feed on brains somehow are not hunted to extinction by both good and evil races. Don't even get me started on the war between demons and devils that somehow is always deadlocked at a stalemate. And the op is telling me that the prices of certain components makes no sense. Are you kidding me.

I have to say never seen such a self hating player of a rpg. It's like every week it seems something bothers him in the rules. What's next week. The encumberance rules make no sense and he is going to let us know that he tracks ever single gram of weight. As well if we do not were doing it wrong. What is it with posters not being able to talk about the good elements of Pathfinder. Yes I know these boards are meant to talk about both the good and bad aspects of PF. Yet to me anyway it feels like it's just 90% negative with 10% positive.

I know I don't have to post in this thread and others and ignore or flag whatever posts i have issues with. Yet I wish posters would imo stop cluttering up the forum with the same post reworded over and over again.

Verdant Wheel

Azaelas Fayth wrote:
zagnabbit wrote:
rainzax wrote:
Zaister wrote:
rainzax wrote:
i have devised an abstract "Trinket" system.
Hey, I like your system! :)
hey thanks!
I like it as well. And may actually phase it in to my own game.
Where is this system?

upthread

Silver Crusade

1 person marked this as a favorite.

Random thoughts:

1. Spell component pouches (as stated above) are sunderable/stealable/ect.
2. Components act, in essence, like a second somatic component, so you can't use component spells while grappled (unless in hand), or with some polymorph effects.
3. Best use of components I've seen in fiction is the "trick bag" used by the cobblestone druid Luma in the Pathfinder novel Blood of the City.
4. If you're a stickler for PC spell components, you need to be a stickler for NCP spell components. (Also goes for other equipment, such as arrows.)
5. I want to play Pathfinder. I don't want to play live spider tracker, or guano tracker.
6. I've seen lots of table variation over the years re tracking components. I don't mind the current rule: get a pouch, then track only those requiring a gold cost.

Shadow Lodge

thejeff wrote:

Similarly for most of this kind of thing. When you've just found a dragon's hoard worth ~12,000gp, haggling with the stable master over a few coppers loses it's appeal.

You can't have a game where poverty and deprivation are motivating factors, if the game is also designed around having all kinds of expensive gear. "I'm wearing 30,000gp worth of magic gear, but I can't afford to eat so I have to go adventure again." Makes no sense. Sell one of those magic items and live comfortably for the rest of your life.

Yeah, in my group's first PF game we had a home town, and by mid-levels we were paying hundreds or thousands of gp on civic improvements - a hospital, a school of magic, defenses against various threats. Even at level 1, we had to pay a toll of a couple coppers and the Cavalier handed the guards a gold piece for the party's passage. The GM had been planning on rolling future tolls into Cost of Living and just wanted the first toll in for flavour, but he decided that the gold piece had so impressed those guards that they never actually asked for future tolls, having considered us paid up for the year. Now, this was a high-wealth game, but we enjoyed being able to throw wealth around

Generally I like using cost of living and assuming that covers not only meals, board, and basic replacement clothing but also spell components and arrows. As several people have said, it's not like the spell component pouch contains infinite amounts of every possible component, it's just stocked with generous quantities of whatever components a particular caster is likely to use. A wizard who doesn't have Fireball in his spellbook isn't going to need piles of bat guano. Prepared divine casters may have a large potential spell list but many of these replace the MC with a divine focus, so their stock of potential components is not that much greater.

If you want to play a really gritty and detailed game where you count every copper it makes sense to houserule in the need to replenish spell components - keeping track of the number of components you have generally is probably the easier than tracking each component separately, though "pouch per level" works.

If the availability of monster parts is worrying you, either replace it with something more common (like dragon scales with snake scales) or warn the player ahead of time that you will be keeping track of that particular component. Which is common courtesy for any house rule.

Scarab Sages

judas 147 wrote:
ok the argue reach the nonsense plane

More like we've jumped in our ROFLcopter.

Scarab Sages

BuzzardB wrote:

So I have a question for you guys then.

While it specifically says if there is no associated cost with an spell component do not track it, do any of you actually make your players go quest for things that, while RAW your spell pouch SHOULD HAVE, are rare?

Like the spell Sequester for example requires a basilisk eyelash which has no cost, would any of you folks have a quest centered around finding and killing a basilisk so you can procure its eyelash for the spell?

While I'm in the 'simple bookkeeping is better' camp, I DO agree with shallowsoul, that materials such as demon eyes, devil blood and basilisk eyelashes*, should not be written into spell descriptions, in any format that states or even implies that they are 'effectively-zero-cost' items, and thus, should be available by the wagonload, for a caster's entire life, for a one-time downpayment of a few gp.

It's bad writing (or editing) to publish flavour text that fails to be carried through in the mechanics, or which clashes with existing canon flavour.

Where we seem to differ, is that I favour two simpler solutions; either
1) give them a (>1gp) cost, and the problem goes away,
or
2) change the component to something mundane, and the problem goes away.

Which option you prefer, depends on whether you believe the component was specifically designed to limit the casting of the spell, or is flavour text intended to imply 'use your pouch as an arcane focus'.

But pick one, and then move on with the game.
If you choose to alter it to a (>1gp) cost, tell your players, so they don't think you've pulled a bait and switch in the middle of an encounter, and they can perform the related accounting with a simple deduction every time they hit town ("Basilisk eyelashes, 5 gold pieces...ok, scrub 50gp for ten castings. Done, Right, we ready to play?").
If you intend to make it difficult to procure, they can choose whether to even bother learning the spell (especially so for sorcerers or other casters with limited spells known).

And if you intend to run a campaign setting in which the default RAW economy is trashed (post-apocalyptic) or hasn't developed (primitive PCs on the frozen tundra), consider whether to remove some of the material components, or change them to things appropriate to that setting (mammoth tusks and whale ambergris for lizard parts, moss and lichen instead of orchid petals, etc).

* (I mean, FFS, really? Do lizards even have eyelashes? I now have a mental image of a basilisk in a dress, fluttering it's huge eyelashes, Bugs Bunny style, to entice Elmer Fudd into gaze range....)

Silver Crusade

I would actually prefer a list of exotic components and their prices. Going out on quests to find those exotic components are quests all in themselves. You could go on a quest for a merchant who needs some of those exotic components who will in turn give you the components you need and you can sell them to him/her.

Silver Crusade

thejeff wrote:
shallowsoul wrote:
Like I have stated before, it's more about those exotic components that you may not normally come across every day. I don't know about you but dragons in my world are legendary and don't come a dime a dozen. I would personally expect adventurers to have to go and out and either find those components or find one of those bizarre bazaars that carrying exotic and rare components.

Well, yeah. If you're going to change the assumptions about monsters and want the spell components to reflect that, you should probably change the components. Or at least let the players know they'll have trouble casting the spells.

Like playing a game set in Ireland and penalizing a player who takes Suggestion because there aren't any snake's tongues available.

In my world, the truly dangerous old dragons are rare, but young ones are common enough that they're hunted if a hatching site is found. You don't want to let too many of them grow up to be really dangerous.

Let's look at Alter Self for a moment. It says you are required to have a piece of whatever creature you are going to mimic. What happens when you haven't come across a drow at 3rd level? How are you walking around with pieces of a drow in a pouch if you live in a small village for instance? How would you know which piece comes from which creature if you have no knowledge about that creature. I mean you walk around with Fetchling skin for instance but you would still need to make a Knowledge check to identify one if the creature was standing in front of you.

Scarab Sages

zagnabbit wrote:

Vod wrote:

Coins are 50 to the pound, so that is only 240 pounds of gold.

Yet another abstraction. And significantly lighter that previous editions. Basically all coins are now the equivalent of a US Quarter. Though that means that gold coins are even smaller, like dimes maybe.

Yuck, how underwhelming.

That does actually make sense.

There's no point in minting coins, whose value is exactly equal to their weight, when melted down and sold as raw materials.

The point of running a Mint, is that the citizenry agree on a common value of the coinage, based on the design stamped onto it.
And they agree to trade using these coins at that agreed value.
And the ruler can declare that only those coins are legal tender within their jurisdiction.
And therefore, since they are more difficult to spend, the citizens consider coins from a rival nation to have lesser value, even if those coins are the same weight and purity.
Therefore, the ruler encourages the loyalty of his citizens (since they can't easily up sticks and take their wealth with them), encourages spending on local markets, and effectively taxes foreign visitors (if they try to use foreign coins, they spend more coins than they would back home; you take those coins and buy a bigger pile of stuff from their home).

And when a ruler dies, it was common for the new ruler to declare the previous coinage null and void (it doesn't have his face on it, after all, does it?), recall the old coins in an amnesty period, whereupon it would be counted, taxed, and exchanged for a lower number of new coins bearing the new ruler's visage.
Either participate in the census and taxation process, or try to hoard your coins, and find you can't spend them anywhere.
They then become worthless, except for melting down and selling as raw materials to jewellers, or to a Mint, at even less than you would have got via the tax office.
This means your citizens (especially the wealthy ones) have a vested interest in keeping you alive.

tl;dr Yes, coins really should be small, not the size of drinks coasters.


rainzax wrote:
Azaelas Fayth wrote:
zagnabbit wrote:
rainzax wrote:
Zaister wrote:
rainzax wrote:
i have devised an abstract "Trinket" system.
Hey, I like your system! :)
hey thanks!
I like it as well. And may actually phase it in to my own game.
Where is this system?
upthread

Thank You.

On Gold Piece Worth: You do realize that most Historical Economies are based on Barter not actual Monetary exchange like moddern times right? And that most Coins Were actually some cheap but strong metal Alloyed with the Platnum, Gold, Silver, or Copper. Or even just a metal wafer covered in the more valuable Metal Alloy. This allowed them to extend the amount they could make.


I've found this to be fairly easy to resolve:

Non-costly components: As long as the player maintains a Medium lifestyle or above, they can have any free component they want in their spell component pouch. I assume that they're also maintaining a stock of these things in some kind of residence at that level. Below that, you have to pay 1 GP per character level every time you are in town or suffer spell failure (cumulative 10% per missed payment.)

Costly components: These need to be paid for and tracked (unless your lifestyle supports being able to track down items of equal value.) If you have valuable art objects that might contain the requisite component (Better be able to justify in less then 50 words), I'll let you destroy valuables for up to 50% of their value to get the component needed.

Scarab Sages

I am totally in favour, either as an official change in PF Second Edition, or if a GM wants to make a houserule, of spell pouches having a specified number of uses.

It seems absurd, that a Healer's Kit should be both more expensive, and run out of equipment after a few days.

I think they got that backasswards.

Shadow Lodge

shallowsoul wrote:
Rynjin wrote:
They make plenty of sense from a game design perspective.

Oh yeah it really makes sense for a pouch costing you 5gp can contain an almost infinite number of rare and exotic noncostly materials that would be extremely hard to find depending on your campaign and your world.

Oh yeah, makes perfect sense.

Your reading WHY to much into the spell component pouch. The pouch only has components for the spells the wizards knows. The pouch is just a storage place for the components the wizard places into it. Look at it like a backpack.

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