You haven't lived until you've fought Asmodeus on the 9th plane of Hell and died trying.
I did that back in 1e, so...
You haven't lived until you've fought Asmodeus on the 9th plane of Hell and died trying.
Meanwhile, I am unlikely to ever use the Outer Planes in any significant way, so the Astral doesn't have a lot of purpose for me, except for Spelljamming.
If I were doing it, I'd treat transition between wildspace and the Astral sea the same as hyperspace works in Babylon 5. The common method is to do it at predetermined points ("jumpgates"), but being able to cross over under your own power is uncommon but not surprising. In B5, having on-board jump engines is usually a thing for capital ships, but in Spelljammer it would make more sense to be the result of actual spellcasting (perhaps a plane shift augmented by the helm).Honestly, if they stick to previous policies, I think that:
- The simplest system could be done is
- Keep Wildspace as per the original Spelljammer (gravity, air bubble, etc.)
- Get rid of the phlogiston and crystal sphere, all the settings are on the prime but in different solar systems
- Use the Astral Sea as the "hyperspace medium", that you can reach through "jump points" a.k.a. color pools.
- So your Spelljamming helm is just your "engine" driving you to great but "conventional" speeds, enough for intra-system travel, but also able to push you through into "Astral Hyperspace", that you can explore on its own or that can be used as a transitive plane to outer planes or other areas of the prime.
You realize that my post re: Asmodeus was a light hearted comment not be taken seriously, right?...I did that back in 1e, so...
Anything that makes space more like Babylon 5 is a plus in my book.If I were doing it, I'd treat transition between wildspace and the Astral sea the same as hyperspace works in Babylon 5. The common method is to do it at predetermined points ("jumpgates"), but being able to cross over under your own power is uncommon but not surprising. In B5, having on-board jump engines is usually a thing for capital ships, but in Spelljammer it would make more sense to be the result of actual spellcasting (perhaps a plane shift augmented by the helm).
We don't do that here.You realize that my post re: Asmodeus was a light hearted comment not be taken seriously, right?...
If I were doing it, I'd treat transition between wildspace and the Astral sea the same as hyperspace works in Babylon 5.
The common method is to do it at predetermined points ("jumpgates"), but being able to cross over under your own power is uncommon but not surprising. In B5, having on-board jump engines is usually a thing for capital ships, but in Spelljammer it would make more sense to be the result of actual spellcasting (perhaps a plane shift augmented by the helm).
IIRC, in 4E, weren't the "stars" just like pockets of the Far Realm staring back at ya from a distance or some crazy crap like that? Because if so, then yes you are INDEED RIGHT the Stars were a lie.There are no stars. Stars are a lie.
The carrying capacity of 8 people making a two-day round trip should not be underestimated compared to a ship whose journey back and forth takes maybe 6 months (depending on the vagaries of the Flow and the size of the crystal spheres).Additionally, isn't Plane Shift limited to 8 people? That's not a lot of cargo. Could be a work around if you start using bags of holding and the like, I suppose, but, it also might just be one of those things we're not supposed to question as it's a lot more fun if we have honking big flying ships.