"A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch."
This rule is fine for many high fantasy campaigns, but for a campaign that stresses survival it can be a bit weird. Keeping track of spell components can help this somewhat, although being too detailed about it could bog stuff down.
- A spell component pouch will have a limited number of uses before it needs to be replenished.
- Every time a spell is cast that uses non-costly material components 'uses' of the spell pouch are removed
- To replenish the pouch a small cost is payed
This gives the spellcaster a limited number of times casting spells before they have to visit civilization without the bookkeeping nightmare that keeping track of every component would incur.
I intentionally left the numbers blank so each campaign can be individually balanced. The three things that need balancing are the initial cost of the spell pouch, the number of uses in one spell pouch, and the cost of replenishment.
- The initial cost of the spell pouch is important during character creation, and to a lesser extent if the caster loses their pouch
- The number of uses in a pouch determines how long the caster can be away from civilisation
- The cost of replenishment dictates how costly it is to cast a spell.
- Spell cost could be based on spell level
- e.g. first level spells cost one 'use', third cost three, fifth cost five, etc.
- Replenishment cost can scale with the number of uses being filled or can be a static cost.
- A survival check could be made to replenish components or to lower the cost.