TL sent me an email yesterday and asked:
“Any thoughts on making foraging an interesting nugget of exploration? Spell components as well? Or do you think they’re mostly redundant now that spell focuses are a thing?
Oh I have lots of thoughts! With one group I’m DMing for, I’m making crafting and finding materials a huge part of the game, Monster Hunter style.
That being said, in other games I run it’s entirely absent.
Ultimately, that’s something that is up to 1) the kind of game you, the DM, want to run, and 2) the kinds of things your table is into.
For #1, remember that it’s important for you to have fun, too. And for #2, it’s important that you don’t force some homebrew onto your table that they despise.
Overall, granularity is a sliding scale for your game. You can handwave all the little details, or you can outlaw spell focuses and have folks find spell components, track individual arrows and water, and everything in between. Entirely up to you and your table!
From a practical standpoint, if you’d like some neat thoughts and guidance about hacking homebrew systems into your game check out The Angry GM’s article series on that topic.
Also, as a side note, if you’re looking for a specific, modular weapon progression/modification system, I can highly recommend The Armorer’s Handbook on the DMsGuild. I recently bought it meself, and it’s honestly brilliant; I plan on incorporating it into my current and future campaigns.
a side note, I’m always happy to get emails from folks! You can reply
to any of the emails I send, or leave a voicemail message for the
podcast at Anchor.fm/GMNextDoor/message.
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