How do you handle your players' material component-costs?


Pathfinder First Edition General Discussion

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Summon Monster 6 is a poor substitute for True Seeing. It doesn't last as long, and it doesn't, for example, enable you to target an invisible enemy with a spell.

Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."


LazarX wrote:
Fabricate only transforms existing raw material into finished goods it does not create things out of nothing. A diamond is not a product you make with a hammer and chisel. Fabricate is of absolutely no help nor relevance to the issue of expensive spell components.

Huh, we've been using by memory for so long we didn't think it had to be a final product of the same material, so transmuting gold into a jewel was possible. I'll have to bring that up.

Also, jewelers might take issue with their craft not being a finished good.


Matthew Downie wrote:

Summon Monster 6 is a poor substitute for True Seeing. It doesn't last as long, and it doesn't, for example, enable you to target an invisible enemy with a spell.

Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."

mr.Matthew Downie let's agree that we disagree :)

planar binding is the same spell lvl as True seeing and ofc its not same option as True seeing but i would say its pretty good replacement
especially with lil "cheez" like to use magic jar (debatable with outsiders) on creature you just summoned/binded .

but i will Agree on this statments "Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."

for my Table option 3 work rly rly well
my players dont use a lot of costly spell and if they need it.
They will just buy it when they will arrive in town (with exceptions for insane rare materials )
or party wizard just cast teleport 2x times

PS
I'm really sorry if my post sound little arrogant or hostile
my only excuse for that is:
i'm not native english speaker/writer

Shadow Lodge

I can see someone buying an uncut gem and using Fabricate to cut it properly. But you would need the raw material - the uncut gem.

(Note: if you use that method to reduce the cost you pay for gem components expect your GM to shut you down.)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
hiiamtom wrote:
LazarX wrote:
Fabricate only transforms existing raw material into finished goods it does not create things out of nothing. A diamond is not a product you make with a hammer and chisel. Fabricate is of absolutely no help nor relevance to the issue of expensive spell components.

Huh, we've been using by memory for so long we didn't think it had to be a final product of the same material, so transmuting gold into a jewel was possible. I'll have to bring that up.

Also, jewelers might take issue with their craft not being a finished good.

How many jewelers think that quality sapphires are things that are simply made? Jewelers don't make fine gems out of crap gems. They make jewelry whose quality is dependent on the gems they get to work with.


Crafted gemstones require the same value of gemstone to fabricate. Like mushing a bunch of small diamonds into one, or making one into diamond dust. Currency has a set value when manufactured.

Now incense or something... there's no excuse for a GM to not allow it if you have extracts and oils and wood on you, except to be a pain.

My group always played it as a wizard used fabricate to turn gold coins into material components they need at the expense of 5th level spell slots. It seemed like a fair workaround of the system, especially since Fabricate is relatively rare for any class.

I'll stick to fudge dice when it would help moved things along, and make my players trek back to town if they need an item.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Matthew Downie wrote:
Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."

I'll agree they're similar in shape, but they're not similar in scope. Especially for prepared casters when they're getting home regularly.

I can see the case when it's a large percentage of their wealth, or even cash on hand. But when you're 15th level, the 250 gp to cast stoneskin isn't a meaningful tie-up for their liquidity.


We switched to Option 1 a long time ago. It was a good decision for our group in terms of gameplay speed and enjoyment.


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the secret fire wrote:
or it requires the DM to do a lot of tedious bookkeeping

Why would the DM need to do the bookkeeping of memorized spells? Do your DMs also keep a running tally of the fighter's HP? Or the rounds of Rage left for the Barbarian?

This is the player's work to do. Decide which spells to memorize in the morning, and marking cast spells down. Keeping tabs on your character's resources.

"Casting" a spell you didnt memorize is cheating. Very simply stuff.


Deathstar wrote:
I'm curious how other DMs handle their spellcasting players who use spells with costly material components.

3. Because its RAW. Casters dont need a houserule to make them EVEN MORE flexible.

If it has no costs it is in the Spell Component Pouch.

If it has a cost expressed in GP you need to buy it when shopping.

Just the same as the Fighter can not suddenly transform a part of his 500 gold purse into a Masterworked Heavy Mace when he encounters a Skeleton to break the DR/bludgeoning.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

We use #3 as we're sticklers for the RAW.

Check this out. According to the Ultimate Equipment Guide, there's no way to generate high priced precious gemstones within the rules for some of our most common spell components. For example, you can't make a skeleton or zombie of more than 2 HD with animate dead since onyx gemstones cap out at 65gp each.

Spells that rely on such things really should allow for multiple gems whose sum equals the given value.


Hm... Maybe if you pay a bank to inscribe a note of credit onto an onyx, it becomes worth whatever the bank will exchange it for?


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Quote:
Yes, you do need to ration it out appropriately. Again, and? The archer buys special arrows, the mundane buys alchemical items or potions, the only difference between them and the wizard is that the wizard gets to sell their stuff for full price if it turns out they don't need them. How is this any different from an archer buying an arrow of dragon bane? Well, other than the arrow can be useless (miss or be used, either way) while the diamond is always worth full value.

Yeah it's LESS of a restriction than the arrow quiver is for an archer. So? It is still an important restriction.

Also, not all expensive spell materials can be traded for full price. The specific example of a diamond yes. But not the example of "rare oils and herbs" for example. it has to actually be on the trade goods list or a gem or artwork, etc., not just anything. Minor point but sometimes important.

And even a 10k diamond, despite being able to be sold at full price SOMEWHERE =/= there being a market for this in every random town. So even the list of full price redeemable goods is not very liquid anyway.


I would make them pay but not have to buy the particular component. It just wastes game time.


Also, how does magic determine the value of the gemstone? A diamond (or onyx or whatever) has market value that can vary greatly by region/setting. If there are tons of diamond mines in the area, then the diamond from Absalom may not be worth 500gp any longer.

It is all just needlessly complicated. Allowing for player spending GP equivalent just makes things flow better. "Realistically", the player would have purchased what they needed beforehand.


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justaworm wrote:

Also, how does magic determine the value of the gemstone? A diamond (or onyx or whatever) has market value that can vary greatly by region/setting. If there are tons of diamond mines in the area, then the diamond from Absalom may not be worth 500gp any longer.

It is all just needlessly complicated. Allowing for player spending GP equivalent just makes things flow better. "Realistically", the player would have purchased what they needed beforehand.

More complex way: The amount of diamond dust needed by the spell can just change as you move around. While you are standing in diamond country, the spell uses more dust.

Easier, less complex way: Diamonds and other materials are very small and very easily transportable, and expensive enough to be of interest to high level casters. Thus, they are usually traded by teleport (one trip can move months' worth of mining results), so the market for these goods is very equalized. Teleportation fo villages would not be worth anybody's time, but this doesn't make gameplay more complex, because nobody wants to buy a 10k diamond in a village anyway. Any town/city big enough to have a buyer is probably also large enough to be teleported to for the same standardized prices.


justaworm wrote:

Also, how does magic determine the value of the gemstone? A diamond (or onyx or whatever) has market value that can vary greatly by region/setting. If there are tons of diamond mines in the area, then the diamond from Absalom may not be worth 500gp any longer.

It is all just needlessly complicated. Allowing for player spending GP equivalent just makes things flow better. "Realistically", the player would have purchased what they needed beforehand.

Well that's the thing, "realistically", the player has to carry multiple of each expensive component he might need. He also can't use gold he's just found to cover the costs. You have to sink money into being sure you have enough of whatever components you think you'll want ahead of time. Most of which you won't actually use on this adventure. But which remain sunk costs, things you can't invest in other gear.

Edit: And yeah, the price being constant is handwavium, but it is for everything else in the system as well. Diamonds don't vary in price. Where ever the diamond mines are, the 500gp diamond you bought in Absalom is worth 500gp there too.
And the longbow costs 75gp where ever you go. And is made from 25gp worth of raw materials.
Prices are fixed. It's a feature of the system, because it's an adventuring game, not an economy simulator.


Crimeo wrote:
Quote:
Yes, you do need to ration it out appropriately. Again, and? The archer buys special arrows, the mundane buys alchemical items or potions, the only difference between them and the wizard is that the wizard gets to sell their stuff for full price if it turns out they don't need them. How is this any different from an archer buying an arrow of dragon bane? Well, other than the arrow can be useless (miss or be used, either way) while the diamond is always worth full value.

Yeah it's LESS of a restriction than the arrow quiver is for an archer. So? It is still an important restriction.

Also, not all expensive spell materials can be traded for full price. The specific example of a diamond yes. But not the example of "rare oils and herbs" for example. it has to actually be on the trade goods list or a gem or artwork, etc., not just anything. Minor point but sometimes important.

And even a 10k diamond, despite being able to be sold at full price SOMEWHERE =/= there being a market for this in every random town. So even the list of full price redeemable goods is not very liquid anyway.

So your argument is... that we shouldn't restrict spellcasters? Because you're not saying anything except "it's a restriction". Again, and? Isn't that the point? I never said it wasn't a restriction. I said it wasn't much of one since lots of stuff on a spell list repeats, players only ever have to track their stuff, and non-spellcasters have the same problems, but worse.

As for trading in that diamond, it's supposed to be as good as cash. If you could spend 10k gold on it, they'll take a 10k diamond. Otherwise it's not as good as cash and that statement was meaningless. There is no caveat on trade goods. It just says:

Trade Goods wrote:
A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

Either this entire sentence is meaningless and shouldn't exist or they'll take a diamond like it was gold.


Bob Bob Bob wrote:
Crimeo wrote:
And even a 10k diamond, despite being able to be sold at full price SOMEWHERE =/= there being a market for this in every random town. So even the list of full price redeemable goods is not very liquid anyway.
As for trading in that diamond, it's supposed to be as good as cash. If you could spend 10k gold on it, they'll take a 10k diamond. Otherwise it's not as good as cash and that statement was meaningless. There is no caveat on trade goods. It just says:
Trade Goods wrote:
A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.
Either this entire sentence is meaningless and shouldn't exist or they'll take a diamond like it was gold.

They'll take it like it was gold, but they might not always be able to make change.

It's like trying to buy coffee with a $1000 bill. Sure, it's cash, but the corner store is going to laugh at you.

That little village isn't going to have 10K in gold or trade goods to give you in trade. Mostly that's not going to matter. You'll have gold and smaller gems for minor expenses and if you want to buy something worth around 10K, you'll be somewhere you can get change.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Pick up a 10gp diamond. Give it to your friend. Have him sell it to you for 5,000gp. It's now worth 5,000gp. Raise away! :P


thejeff wrote:

They'll take it like it was gold, but they might not always be able to make change.

It's like trying to buy coffee with a $1000 bill. Sure, it's cash, but the corner store is going to laugh at you.

That little village isn't going to have 10K in gold or trade goods to give you in trade. Mostly that's not going to matter. You'll have gold and smaller gems for minor expenses and if you want to buy something worth around 10K, you'll be somewhere you can get change.

That's... exactly what I already said.
Recursion! wrote:
Yes, you shouldn't try to pay for a beer with a 10k diamond. You should carry around some actual gold coins. But in any circumstance where you need to pay 10k gold, a 10k diamond is just as useful. And 200 lbs lighter.


Material component costs are mundane, unless you don't want them to be. Want to give the group a reason to visit a nearby village? "You need spell components, and this village is known to have a small market catering to spellcasters and other magic-users."

Want your group to visit a cave? "There is a cave nearby where bats and bat guano can be found. You just realized you're running pretty low."

Want to make death a serious obstacle to the players? The local priest informs you "You all have a good reputation, but there is something my order wants; there is a statue with two enormous diamonds for eyes in a nearby dungeon. I'll agree to raise one of you from the dead in the future in exchange for both diamonds. The other one is for ...someone special."

The things player characters want and need are potential hooks for the GM to use. Use your imagination and be cool about it.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Create Mr. Pitt wrote:
I would make them pay but not have to buy the particular component. It just wastes game time.

Not really... don't have the component, don't get the spell. That's very fast resolution.


PłentaX wrote:
Matthew Downie wrote:

Summon Monster 6 is a poor substitute for True Seeing. It doesn't last as long, and it doesn't, for example, enable you to target an invisible enemy with a spell.

Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."

mr.Matthew Downie let's agree that we disagree :)

planar binding is the same spell lvl as True seeing and ofc its not same option as True seeing but i would say its pretty good replacement
especially with lil "cheez" like to use magic jar (debatable with outsiders) on creature you just summoned/binded .

but i will Agree on this statments "Back on subject - to me, saying, "You have 1,000gp so I'll let you use that in place of the spell component," is extremely soft GMing, like saying, "You don't have to buy scrolls, you can just use whatever scroll you want at any time and then cross off some money."

for my Table option 3 work rly rly well
my players dont use a lot of costly spell and if they need it.
They will just buy it when they will arrive in town (with exceptions for insane rare materials )
or party wizard just cast teleport 2x times

PS
I'm really sorry if my post sound little arrogant or hostile
my only excuse for that is:
i'm not native english speaker/writer

I find planar binding to be more commonly three spells, magic circle vs [alignment], dimensional anchor, and planar binding. If regularly used the circle is often made permanent. Even then it can take days to convince an extra planar being to aid you, and unless you have a habit of carefully murdering each of them without revealing yourself word gets around about who you are and what you're doing. You also just fail one in twenty times.

On top of that I've seen multiple groups come to strong even existential agreements over its use, binding powerful planar beings often brings various concerns.

Planar binding is an over powering spell, but brings plentiful opportunities for any canny gm.

Curious on gem stones, while expensive diamonds must be singular, I treat onyx like diamond or gold dust, you either have more or less of it, ie while I would write '3 diamonds worth 1500gp each, i would just note 1000gp worth of onyx not 1 50 gp onyx, 4 200gp onyx etc.

Expensive spell components are also a back door method of controlling certain spell use for example I usually anecdotally make rubies rare and difficult to find and procure.

For the people who hand wave material components, do you also hand wave potions, or a spare mace, rope, a silver dagger, vials of holy water? if you give the wizard free convertions it seems only fair for others to selectively drink potions as needed.


Ravingdork wrote:

We use #3 as we're sticklers for the RAW.

Check this out. According to the Ultimate Equipment Guide, there's no way to generate high priced precious gemstones within the rules for some of our most common spell components. For example, you can't make a skeleton or zombie of more than 2 HD with animate dead since onyx gemstones cap out at 65gp each.

I think that's a bit too much RAW, if you follow it strictly. Remembering that rules are there to help flesh out the game, not to limit it, those are guidelines for the standard, but don't necessarily exclude uncommon occurrencies of greater value. It's a fantasy world, we're supposed to use fantasy. That includes maybe dropping in a castle-sized onyx gem worth more than anything else in the world, if we fancy. Of course you won't find it at your usual jewelry shop.

Just the same way as the entries in the Bestiary stat out the common monster of a specific kind; that doesn't exclude that at least 1/10 of the same race has something different (class levels or whatnot).


Ravingdork wrote:

We use #3 as we're sticklers for the RAW.

Check this out. According to the Ultimate Equipment Guide, there's no way to generate high priced precious gemstones within the rules for some of our most common spell components. For example, you can't make a skeleton or zombie of more than 2 HD with animate dead since onyx gemstones cap out at 65gp each.

If you squint just right, you can read that as a 25+ gp onyx for each HD.


This is a great tool, because you can add gemstones to treasure.

I often like to include costly material components as part of loot, like if you slay a big dragon, there might be one or two 25K diamonds in his hoard for wish spells/tome crafting.

I use improv to generate random costly components in towns, often requiring Gather Information checks with DCs based off how powerful the spell the component is for is.

I also am a big fan of fabricate, which sadly to me is a trick I had to teach my players. E.g. they found some diamonds in town that were worth less than 1500 each, but wanted some worth 1500. I told them to just buy enough to where your value exceeded 1500, then fabricate them into one diamond for the spell. It totally works that way.

It's also not a bad way to spend craft ranks, to put together a gemstone like that.

I also really like esoteric components from Unchained, and often include those as treasure also.


LazarX wrote:
Create Mr. Pitt wrote:
I would make them pay but not have to buy the particular component. It just wastes game time.
Not really... don't have the component, don't get the spell. That's very fast resolution.

Yes, and then I either have to audit components or make any player who wants to be a wizards spend extra unnecessary time out of game bookkeeping. Most of my players barely have time to play; I don't think the "balance" this brings is worth the trouble to me or my players. There are a lot of aspects of PF that have inconveniences associate with them that I have to careful balance against the time and effort it forces on most players of at the table. I am fine trading off a generic component based system with cash even if it's a lot more complicated to have the components for the spells you want to cast because unneeded complexity isn't fun and not worth our time.


Deathstar wrote:

I'm curious how other DMs handle their spellcasting players who use spells with costly material components.

The way I see it, there are three possible systems:

1. Allow your players to cash in the money when they cast the spell and assume they would have bought that component anyway.

2. Allow your players to set aside a certain amount of their liquid cash as sort of a spellcasting-fund. If they want to cast a costly spell, they must have enough money in this fund. Maybe only allow them to add to the fund while in town?

3. Be super harsh and argue that for realism's sake, you wouldn't be able to cast something like Resurrection if you do not happen to own a diamond worth 10.000gp. And how, in the middle of the forest, will you procure this diamond? This approach was my initial reaction to the question, but I realise this makes the whole spellcasting-schtick a whole lot more tedious and difficult.

What would you say, allow them complete agency over which components they would have or be draconic about it?

Baseline 3, 2 when it's about spells that are low level compared to the party level.

1 during downtime.


Option 3 only for those spells where a specific costly material component is listed (generally listed parenthetically in the components line). Gathering such components is part of adventuring and becomes the basis of quests.

For material components with a negligible cost we just assume that when you buy a spell component pouch it contains all low-cost components for all the spells you are currently able to cast, and you are assumed to be gathering components from the environment constantly and the cost of such is not tracked as part of group treasure. We also do not require that casters pull a specific material out of their pouch; merely having the pouch in hand is sufficient. For example, I have never said: "I see that spell requires a bit of animal hair, how are you separating that from the bits of human hair, spider web, and other fibers in your pouch?" Instead, when you cast a tiny bit of the appropriate material is consumed without the need for you to fish it out.

The only times negligible-cost components have ever mattered at our table are those few times when due to circumstance a caster doesn't have them. I had my entire party fall into rapids and get tumbled and nearly drowned for 10 rounds before going over a waterfall. When they hauled-out into the bank they were attacked. The wizard had lost most of his components and certainly didn't have any spider web or a pinch of flour on him. The other time, and it is equally rare, is when someone makes the effort to make a combat steal maneuver and grabs your component pouch. In that case, you can't cast spells with components you no longer have on your person. Not because you can't afford them, but simply because you don't have them. The rogue gets that much for his successful combat maneuver, and for guessing right on which of 10 pouches to snag.


If I were not a wizard there is nothing I would hate more than questing for material components. If I were I'd feel guilty for wrecking the immersiveness of the game to find the fuel for my class power.


So if wizards, sorcerors, clerics etc can just mark off 250 gp whenever they want to cast true seeing I assume the same group allows fighters to mark off 300 gp whenever they want to down a potion of fly or water breathing?


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Trimalchio wrote:
So if wizards, sorcerors, clerics etc can just mark off 250 gp whenever they want to cast true seeing I assume the same group allows fighters to mark off 300 gp whenever they want to down a potion of fly or water breathing?

It's a bit of a different deal there (Wizards have to prepare the spell already that day, so they planned ahead at least SOMEWHAT), though generally if it's an emergency, or something the player meant to buy but forgot to mark off, yeah I'll allow it.

On occasion I'll mark off gold from their party fund for things like scrolls of high level healing spells that their Cleric NPC will have "bought in advance" when they really need them (a near TPK due to INSANE dice bias towards the NPC with a Keen Falcata for one).

More commonly, I don't track ammo or encumbrance either. It's a matter of reducing book keeping, not balance in this case.


Rynjin wrote:
Trimalchio wrote:
So if wizards, sorcerors, clerics etc can just mark off 250 gp whenever they want to cast true seeing I assume the same group allows fighters to mark off 300 gp whenever they want to down a potion of fly or water breathing?

It's a bit of a different deal there (Wizards have to prepare the spell already that day, so they planned ahead at least SOMEWHAT), though generally if it's an emergency, or something the player meant to buy but forgot to mark off, yeah I'll allow it.

On occasion I'll mark off gold from their party fund for things like scrolls of high level healing spells that their Cleric NPC will have "bought in advance" when they really need them (a near TPK due to INSANE dice bias towards the NPC with a Keen Falcata for one).

More commonly, I don't track ammo or encumbrance either. It's a matter of reducing book keeping, not balance in this case.

and in this rare case wizard player can always cast telport to go back to town and buy component and potion of fly or water breathing for Fighter ;p

i don't track normal arrows or food rations


So is option 2 more of a "I bought all these costly components, but I don't know what they exactly are and I just spend a flat amount on them. When I cast spells using them, I just subtract the gp value from this pool I created."?

If so, that's great if it works in your games, but it invalidates this Arcane Discovery's main attraction.

My biggest pet peeve when DMing is when players want me to hand-waive rules that ends up invalidating options from the book. Expanding what those options do is fine, but letting someone gain the benefits of a powerful feat without having to take the feat is not a means of reducing book keeping, it simply isn't fair to the players other than the spellcaster who is no longer faced with that tax because like it was brought up why is that more fair than having the BDF characters having X potion on hand if they just spend a flat amount on supplies as well?

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Create Mr. Pitt wrote:


Yes, and then I either have to audit components or make any player who wants to be a wizards spend extra unnecessary time out of game bookkeeping.

I don't consider it "unnecessary" time, nor really all that much to ask. Not any more than it is to require the archer to stock up on his arrows, or the rogue his toolkit, the cleric her holy water. Or for that matter, everyone (and their mounts) their trail rations. It's not that I'm asking them to list every piece of bat guano that they are carrying.... only the real expensive components that power the game changing spells.

I don't see when all these other characters need to take care of their shopping lists, that spellcasters should be given a free ride on this.

It also means that these very powerful spells only get called upon when truly needed. Having them having to show how many opals or 5,000 gold diamons are actually in inventory is much more of a constraint than saying... "Okay you cast wish... deduct 25,000 from your gold total."

It's attitudes like these towards handling spellcasters that give other players the impression that these classes bend the world to their whim by snapping their fingers.


Quote:
So your argument is... that we shouldn't restrict spellcasters? Because you're not saying anything except "it's a restriction". Again, and?

I answered #3, I do think it is an important restriction. The fellow with the dwarf face avatar was challenging the relevance of trade goods mattering as any sort of meaningful restriction.


There isn't a right or wrong answer here. It is just a matter of the group's preference, which is what the OP was asking.

Clearly, #3 is what is written in the rules. We don't play that way because we play once every two weeks (if we're lucky) and have tended to water down everything that takes away from gameplay.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
master_marshmallow wrote:
If so, that's great if it works in your games, but it invalidates this Arcane Discovery's main attraction.

That feat is like a better Spell Focus for shared spells. The gem thing is just gravy.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Crimeo wrote:
Quote:
So your argument is... that we shouldn't restrict spellcasters? Because you're not saying anything except "it's a restriction". Again, and?
I answered #3, I do think it is an important restriction. The fellow with the dwarf face avatar was challenging the relevance of trade goods mattering as any sort of meaningful restriction.

Assuming I'm the dwarf face :-) I would clarify my position to say that if you're able to regularly visit town, the pre-purchase vs. gold tracking after the fact is only relevant if they have much more liquid cash.

I wouldn't let you cast wish from an arcane bond off of gold on hand if you have 26,000 gold, but if you have 5,000 noting that 250 gold is tied up in diamond dust isn't an important restriction. The spell slot is the more important allocated resource. At least in my games/experience.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I'm not interested in playing a game of Spell Component Bookkeeping. My preferred method is #1.

My assumption, as a GM, is that a caster has access to all the mundane spell components or foci they need to cast any of their spells, so long as their inventory includes a spell component pouch. Through the Magic of Roleplaying (TMR), they're constantly restocking their supply of mundane components while they're adventuring, resting in town, or shopping.

For more expensive components (anything with a GP value), they mark off the appropriate amount of gold whenever they cast the spell. After all, a caster isn't going to prepare a spell that he doesn't have the necessary components to cast.

An exception is the rare situation where I want obtaining a spell component to be a quest in itself. There may be a few other exceptions, but they're either very rare or setting driven.

-Skeld


Deathstar wrote:

Thank you for your input!

What would you think about dynamic components for lower level spells, such as the Onyx for Animate Dead? Would you ask your necromancers to keep Onyxes of all sizes ready?

For something like this I would just have them say they buy ______ worth of onyx and just mark it off as it is used. You are actually supposed to track each onyx, but it's more bookkeeping than I think is neccesary.

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