One aspect of my ritual system is that you need the spell level SQUARED time 10 gp worth of components to cast the spell. While talking with Tim about AD&D stuff, he and I worked out a variant of this to use for the Material component of AD&D spells.
In nearly every AD&D groups I been involved with, material components were ditched as being too fiddly and a pain to track. The solution is to use 4th edition D&D' idea of a generic bag of components.
The component cost for a AD&D spell is the spell level SQUARED times 1 gp. So a first level spell that require a material component cost 1 gp and a ninth level spell 81 gp. You need to actually buy the components so you record it on your character sheet has having X gp worth components. The DM may want to impose an addition cost in the form of needing a specific component to control certain spells like Wish.
In my mind the main reason for adding this is to force the magic users and priests to deal with their respective communities on a regular basis. Not to the penalize players by adding an extra fiddly bit to the system.
By having to go back and "load up" on a periodic basis they will be interacting with the temple, guild, or local shop on a regular basis. This an excellent angle to introduce plot hooks or adventure suggestions.
Also on a more negative side it can be used to control any anti-social behavior by the players by working through the in-game society rather than DM fiat. If the local wizard's guild feel that the Magic-user Silverring has fireballed one too many village then they can order all the shops not to sell to him. Forcing Silverring to go onto the black market. Which means....
You guessed it.
Featherstone Wargames Through Ages volume 2 1420-1783
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