
Daspolo |

So I'm currently planning to create a campaign sand-box setting that takes place at the dawn of human civilization and involves the emergence of wizards in a society ruled by sorcerers You can read some of it here if you want
For this campaign I wish to stress the use of the material components that wizards use, as in my world's interpretation they are in part the source of a wizard's power (whereas sorcerers are inherently magical and don't need them) as such I wanted to overhaul the material component system for use in this game such that they play a bigger role and aren't just hand waved away with the wizard's pouch.
My ideas.
1. All expensive components and the like remain as they are.
2. All wizard spells require a material component, even those that otherwhise don't unless they already have a focus.
3. Components are broken down by school, bone dust for necromancy, indigo for illusion etc. This replaces other non expensive material components
4. Eschew materials is banned.
What do you think of this system, and how would you improve upon it?

Blakmane |

What incentive is there for the players to adopt and enjoy this new material component system? Tracking material components is infamously tedious and usually discouraged. You'll probably find your players avoid playing wizards and/or your campaign doesn't last that long if you enforce this with a stick but don't throw them a carrot.

Daspolo |

To be honest the majority of the reason comes down to flavor in the setting. The players will be mostly on the run and it will be sorta survival based and I kinda wanted to enforce some resource management to the wizardry to further the atmosphere a little, it would also create some interesting situations if say the sorcerers caught on and started trying to destroy all of the components or so.
I'm not certain how to make the components advantageous. Perhaps especially good components could increase the DC of the spell by 1 or so.