Recent content by guildsbounty

  1. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    I you refer back to the original rules, and this is what I am maintaining as well...'SR' only matters for Tactical Speed. Tactical Speed is how a Spelljammer moves when they are near something they might run into (planet, other ship, etc). Otherwise, all Spelljammers (regardless of SR) can reach...
  2. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Unfortunately, this is where realism is going to have to take a back seat to playability. Unless I dramatically increase the max tonnage of ships, making them bigger, with more HP, etc...I cannot increase the size requirements of weapons without seriously reducing ship firepower. And yes...
  3. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    I would assume that is why a 'Light Ballista' consumes a full Ton worth of space, and heavier weapons take up to 3 tons of space. You don't need that much space for just the weapon itself, I imagine that a fair bit of that space requirement comes from the bracing and such needed to secure the...
  4. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Yeah, I do differentiate between a Minor and Major Helm in terms of both top speed, and total size of ship they can move. A Minor Helm can move anything between 1 and 50 tons, and has a top Speed Rating of 5. Spending zero or one spell level gives you SR 1, above that every two spell levels you...
  5. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    I have plans for controlling that...though I haven't fully fleshed out how it will work with 'deck mounted' or other externally-set weapons. Internal weapons are easy, as the tonnage of a ship dictates how much internal space it has, and these internal weapons eat up that space. (1 'ton' of...
  6. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Okay, time for another round of input... Siege engines...particularly in terms of fire rate. AD&D had restrictions in place regarding how often a siege engine could be fired, and it was marked as once every X rounds (i.e. a firing rate of 1/3 could fire once every three rounds), and had a crew...
  7. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Part of why I am trying to unify HP and damage rules...is because it seems a bit off that you can get shot right in the face with a cannon the size of an entire ship...and only take 3d10 damage. A person getting hit by a siege engine is not going to happen often...the big ones aren't that...
  8. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Yeah, I'm with you there. Part of my to-do list is to make sure there is a robust generation system for use with spelljamming exploration, so that if players want to run a Star Trek-esque Exploration and Adventure focused campaign, the DM has a toolkit to throw together worlds and their...
  9. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Yeah, balancing prices while not messing with the feel of the game is a challenge. So far, I've tended to look at the spelljamming helms and think this: "Yes, that's what a brand new spelljammer helm purchased straight from the Arcane might cost." But...with the exception of some exceedingly...
  10. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    But he wasn't saying 'block divine magic,' and I agree with him on that one. I'm going to leave divine magic alone. I will leave the restrictive rule listed as an 'optional' rule, but the 'default' ruleset will not include a restriction on divine magic. There was a second magic restriction in...
  11. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Yeah, double post, I know...but from talking with some folk, I came up with an alternative and wanted to see if anyone had feedback on it. This is still rough, and I haven't nailed down some of the numbers yet...but let me know what you think. When a spellcaster connects to a spelljamming helm...
  12. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Decent start...but it does seriously reduce the 'risk' inherent in piloting a spelljammer. In AD&D it was a calculated risk as to whether or not you'd put your powerful caster in the chair to squeeze all the performance you could out of your ship...at risk of them being helpless in a fight if...
  13. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    I actually solved that particular hangup by making it that 'half-casters' (like Eldritch Knights, Arcane Tricksters, Rangers....basically everyone whose spell slot levels stop at 5) gain effectiveness on a spelljamming helm at the same rate they gain new levels of spells...half-speed compared to...
  14. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Yeah, that is another one of those things I was thinking about bringing up...per AD&D spelljammer, when you sat down in a Spelljamming Helm and 'connected' to it, it ate every single spell slot you had for the entire day, and prevented you from getting any back from anything short of a full...
  15. G

    Spelljammer Spelljammer: A 5E Fan Conversion

    Thanks for the input so far... my philosophy up to this point is to make the conversion as direct (and thorough) as possible, with some alterations to simplify things. I definitely appreciate the thoughts on 'keep true to the setting,' and that helps settle my opinion on the matter. The way I...
Top