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5E Spelljammer Mechanics Fix/Advanced Rules (+)
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<blockquote data-quote="Stormonu" data-source="post: 8757862" data-attributes="member: 52734"><p>So, lately I've been going through the 5E Spelljammer rules and likewise reading the old 2E rules. I've come across several areas in the new rules I feel are incomplete or have rules that on closer inspection, don't work very well. For the moment, I am going to put placeholders in this post, and expand as I have more time to contemplate the mechanics.</p><p></p><p>- Wildspace</p><p>...+ Celestial Sails, rigging & the like (Helm [warp speed] vs. Celestial Sails [impulse drive]) [Additional content; want to have a reason why a space-borne galleon would want to have sails, and other spaceborne ships have sails, rudders and the like]</p><p>...+ Standard ship positions (and skills and tool proficiency)</p><p>...+ Wildspace maneuvering & collisions</p><p>...+ Detecting objects in Wildspace</p><p>...+ Advanced Air concerns (poison clouds, spell effects [freshening, fouling] and other things that can affect the Air Envelope)</p><p>...+ Food, Water concerns for traveling</p><p>...+ Shuttles, Wildspace Walks and other off-ship activities</p><p>...+ Random encounter tables</p><p></p><p>- Advanced Combat: </p><p>...+ Advanced rules for ship-to-ship combat maneuvering (both battlemat and 2E hex-based)</p><p>...+ Turning differences (& speeding up and slowing down)</p><p>...+ Shipboard combat positions (and associated skill/tool proficiency)</p><p>...+ Targeting ships vs. crew</p><p>...+ Helm shock/Targeting the Helm</p><p>...+ (Optional) Targeting components</p><p>...+ Boarding combat (including Mob rules for mass boarding actions)</p><p>...+ Overboard effects (mechanics)</p><p>...+ Repair: <em>Mending</em> it too good and mundane repairs (1 hp/day, seriously?) are too inefficient.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8757862, member: 52734"] So, lately I've been going through the 5E Spelljammer rules and likewise reading the old 2E rules. I've come across several areas in the new rules I feel are incomplete or have rules that on closer inspection, don't work very well. For the moment, I am going to put placeholders in this post, and expand as I have more time to contemplate the mechanics. - Wildspace ...+ Celestial Sails, rigging & the like (Helm [warp speed] vs. Celestial Sails [impulse drive]) [Additional content; want to have a reason why a space-borne galleon would want to have sails, and other spaceborne ships have sails, rudders and the like] ...+ Standard ship positions (and skills and tool proficiency) ...+ Wildspace maneuvering & collisions ...+ Detecting objects in Wildspace ...+ Advanced Air concerns (poison clouds, spell effects [freshening, fouling] and other things that can affect the Air Envelope) ...+ Food, Water concerns for traveling ...+ Shuttles, Wildspace Walks and other off-ship activities ...+ Random encounter tables - Advanced Combat: ...+ Advanced rules for ship-to-ship combat maneuvering (both battlemat and 2E hex-based) ...+ Turning differences (& speeding up and slowing down) ...+ Shipboard combat positions (and associated skill/tool proficiency) ...+ Targeting ships vs. crew ...+ Helm shock/Targeting the Helm ...+ (Optional) Targeting components ...+ Boarding combat (including Mob rules for mass boarding actions) ...+ Overboard effects (mechanics) ...+ Repair: [I]Mending[/I] it too good and mundane repairs (1 hp/day, seriously?) are too inefficient. [/QUOTE]
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