Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 8/23/84; site ucbcad.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!harvard!talcott!panda!genrad!decvax!ucbvax!ucbcad!faustus From: faustus@ucbcad.UUCP Newsgroups: net.games.frp Subject: Re: Re: Limiting Magic (A solution?) Message-ID: <187@ucbcad.UUCP> Date: Tue, 16-Apr-85 01:37:12 EST Article-I.D.: ucbcad.187 Posted: Tue Apr 16 01:37:12 1985 Date-Received: Sun, 21-Apr-85 03:59:42 EST References: <> <500@udenva.UUCP> <887@ttds.UUCP> Distribution: net Organization: UC Berkeley CAD Group, Berkeley, CA Lines: 25 > >I think that perhaps extending the material components idea a bit would be > >better. > > This is, I think, the very good way to solve to the problem. And together > with requirement of heigh-level spell, it propably is the best. > > In the British magazine White Dwarf issues 58-63 (Nov-84 to Mar-85) was a > series of articles called 'Eyes of Newt and Wings of Bat' explaining how to > make all those goodies of magic items listed in DMG. Not only were strange > and expensive ingriedients required, but also several 'Enchant an Item', > 'Permanency' and 'Limited Wish' spells for _each_ item. Due to this rules it > is not impossible to manufacture magic items, but they will surely keep > low-level characters from it. Requiring a lot of material components for making magic items makes sense, but I think it is a different story with magical components for routine spells. I have found that if you make players keep track of every single rat hair and bit of dragon blood they need for a spell, things get very cumbersome when a lot of spells get cast. This case is different from magical items, because people will always have to cast spells, whereas they don't have to make gross magical items. We solved the problem by just ignoring material components of spells... Has anybody else had different solutions to these problems? Wayne