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D&D Older Editions
How would you re-envision Spelljammer with 4e?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 3976380" data-attributes="member: 32740"><p>Well, I do have a fondness for giant space hamsters and Giff. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>My point is that in re-ENVISIONING the whole thing I don't see "helms" as integral to anything and in many ways restrictive of possibilities.</p><p>Maybe just a BIT of an exaggeration - but not much. If you have large systems with distant outlying planets then you greatly increase the distance to the Crystal Sphere. And travel time in the flow isn't based on anything but a random die roll averaging 55 days - 2 months. If you travel from the center of one large sphere to the center of another you're blowing off MONTHS of time if not years as you start travelling between several spheres. And that's months of SHIP encounters. It does not include delays for repairs, reprovisioning, side adventures...</p><p>But as I mentioned in Spelljammer nations become planets, etc. If you keep everything in one system you have no problems but if the dwarves live in one sphere, the orcs in another, the humans across several planets and several spheres, and the EIN patrolling <em>everywhere</em> then travelling to other spheres is NOT the same as travelling to "far-off realms".</p><p></p><p>All of this is HIGHLY dependent upon what you do when you turn Spelljammer into an ACTUAL setting. When you finally establish what planets and spheres are where and what relationships they have with the others THEN you can determine what you want to be a "far-off realm" and place it far enough away with enough obstacles in between to deserve that label.</p><p></p><p>Frankly, I'd suggest that it would work well to drop the crystal spheres altogether in favor of using the flow as a river/ocean to facilitate rapid movement to outer planets or other solar systems. That's the kind of thing that needs to be at least considered for re-envisioning.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 3976380, member: 32740"] Well, I do have a fondness for giant space hamsters and Giff. :) My point is that in re-ENVISIONING the whole thing I don't see "helms" as integral to anything and in many ways restrictive of possibilities. Maybe just a BIT of an exaggeration - but not much. If you have large systems with distant outlying planets then you greatly increase the distance to the Crystal Sphere. And travel time in the flow isn't based on anything but a random die roll averaging 55 days - 2 months. If you travel from the center of one large sphere to the center of another you're blowing off MONTHS of time if not years as you start travelling between several spheres. And that's months of SHIP encounters. It does not include delays for repairs, reprovisioning, side adventures... But as I mentioned in Spelljammer nations become planets, etc. If you keep everything in one system you have no problems but if the dwarves live in one sphere, the orcs in another, the humans across several planets and several spheres, and the EIN patrolling [I]everywhere[/I] then travelling to other spheres is NOT the same as travelling to "far-off realms". All of this is HIGHLY dependent upon what you do when you turn Spelljammer into an ACTUAL setting. When you finally establish what planets and spheres are where and what relationships they have with the others THEN you can determine what you want to be a "far-off realm" and place it far enough away with enough obstacles in between to deserve that label. Frankly, I'd suggest that it would work well to drop the crystal spheres altogether in favor of using the flow as a river/ocean to facilitate rapid movement to outer planets or other solar systems. That's the kind of thing that needs to be at least considered for re-envisioning. [/QUOTE]
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How would you re-envision Spelljammer with 4e?
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