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Is Spelljammer Coming To D&D 5E?
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<blockquote data-quote="MechaPilot" data-source="post: 7739178" data-attributes="member: 82779"><p>I'm not misunderstanding anything. <a href="http://www.enworld.org/forum/content.php?3033-WotC-s-Chris-Perkins-Talks-About-Everything!-Upcoming-Storylines-Products-Staffing-Other-Worlds-More!#.VlR3v4Sc9Bw" target="_blank">Here's a link to the enworld thread where WotC's data, via Chris Perkins, is stated.</a> The survey information is about what people are playing. </p><p> Homebrew is something like 55%, FR is like 35%, Greyhawk is mentioned as being something like 5%, and everything else is at 1% or 2% each. FR is clearly the most played setting (according to that survey info) that WotC owns. That's why every adventure is set in or starts in FR, and that's why it's likely to continue to be so. A Spelljammer adventure won't be any different in that regard.</p><p></p><p>And look, I never said FR is the most played setting. FR is the most played setting that WotC owns, and the ownership part is key. WotC isn't going to make an adventure set in my homebrew world of Tenesia just because it's part of the 55% homebrew block. They're going to pick only settings they own all the rights to, and then decide which one based on how played it is (which would be FR, from the data linked to, above).</p><p></p><p></p><p></p><p></p><p>Spelljammer is not Star Trek. According to the spelljammer wikia, spelljamming speed is 100 million miles per day, or 4 million miles per hour, or 0.00596465972 times the speed of light (which is to say about 0.6% of the speed of light). By our current capabilities, that's impressive, certainly. However, warp one in Star Trek literally is the speed of light. Let's do some math. 1 divided by 0.00596465972 means warp one, the slowest possible warp speed in star trek, is 167.654 times faster than spelljamming speed.</p><p></p><p>The enterprise normally cruises around at warp 2, 3, or 4. According to the Star Trek TNG Enterprise tech manual (yes, I am that kind of nerd), each warp number increases warp speed by 10 times:</p><p>Warp two is 10 x lightspeed, or 1,676.54 times faster than spelljamming speed.</p><p>Warp three is 100 x lightspeed, or 16,765.4 times faster than spelljamming speed.</p><p>And warp 4 is 1,000 x lightspeed, or 167,654 times faster than spelljamming speed.</p><p></p><p>And never mind that when the TOS Enterprise really wanted to move it could get up to warp speeds somewhere in the 8 point something range and maintain it for several hours. Warp 8 is 10 million times lightspeed, or 1.676 billion times faster than spelljamming speed (1,676,541,574.78 times faster, to be more precise).</p><p></p><p>Now let's say WotC wanted to make the adventure take place away from FR, just for fun. How much provisions can a spelljammer ship carry? Let's say 3 months worth, enough to keep a 1700's era ship working to make the transatlantic crossing. 100 million miles a day, times 30 days a month, times 3 months. That's 9 billion miles, in three months. Pluto is 4.67 billion miles from Earth (at it's most distant). So, a spelljamming ship could almost make it to Pluto and back before running out of provisions. Sounds like the ship isn't going very far beyond FR's crystal spheres.</p><p></p><p>But let's say the ship is equipped with magical items that create food and water, refresh the air, and generate heat for the crew. Now, provisions aren't a problem. So sky's the limit, right? Well, the Oort cloud is about 2,000 to 5,000 AU from the sun (one AU, or Astronomical Unit, is the mean distance from the Earth to the sun). One AU is about 93 million miles (or 8 light minutes: at warp one, you pass one AU in about 8 minutes). 2,000 AU times 93 million = 186,000 million miles. Recall that a spelljamming ship can go 100 million miles a day. 186,000 million divided by 100 million = 1,860 days. 1,860 days divided by 365 = just over 5 years (10 years, if you assume a return trip, and you better, because the next published adventure will start or take place on that world you came from). 10 years is a big commitment. Maybe the adventure better be only for elves and dwarfs.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7739178, member: 82779"] I'm not misunderstanding anything. [URL="http://www.enworld.org/forum/content.php?3033-WotC-s-Chris-Perkins-Talks-About-Everything!-Upcoming-Storylines-Products-Staffing-Other-Worlds-More!#.VlR3v4Sc9Bw"]Here's a link to the enworld thread where WotC's data, via Chris Perkins, is stated.[/URL] The survey information is about what people are playing. Homebrew is something like 55%, FR is like 35%, Greyhawk is mentioned as being something like 5%, and everything else is at 1% or 2% each. FR is clearly the most played setting (according to that survey info) that WotC owns. That's why every adventure is set in or starts in FR, and that's why it's likely to continue to be so. A Spelljammer adventure won't be any different in that regard. And look, I never said FR is the most played setting. FR is the most played setting that WotC owns, and the ownership part is key. WotC isn't going to make an adventure set in my homebrew world of Tenesia just because it's part of the 55% homebrew block. They're going to pick only settings they own all the rights to, and then decide which one based on how played it is (which would be FR, from the data linked to, above). Spelljammer is not Star Trek. According to the spelljammer wikia, spelljamming speed is 100 million miles per day, or 4 million miles per hour, or 0.00596465972 times the speed of light (which is to say about 0.6% of the speed of light). By our current capabilities, that's impressive, certainly. However, warp one in Star Trek literally is the speed of light. Let's do some math. 1 divided by 0.00596465972 means warp one, the slowest possible warp speed in star trek, is 167.654 times faster than spelljamming speed. The enterprise normally cruises around at warp 2, 3, or 4. According to the Star Trek TNG Enterprise tech manual (yes, I am that kind of nerd), each warp number increases warp speed by 10 times: Warp two is 10 x lightspeed, or 1,676.54 times faster than spelljamming speed. Warp three is 100 x lightspeed, or 16,765.4 times faster than spelljamming speed. And warp 4 is 1,000 x lightspeed, or 167,654 times faster than spelljamming speed. And never mind that when the TOS Enterprise really wanted to move it could get up to warp speeds somewhere in the 8 point something range and maintain it for several hours. Warp 8 is 10 million times lightspeed, or 1.676 billion times faster than spelljamming speed (1,676,541,574.78 times faster, to be more precise). Now let's say WotC wanted to make the adventure take place away from FR, just for fun. How much provisions can a spelljammer ship carry? Let's say 3 months worth, enough to keep a 1700's era ship working to make the transatlantic crossing. 100 million miles a day, times 30 days a month, times 3 months. That's 9 billion miles, in three months. Pluto is 4.67 billion miles from Earth (at it's most distant). So, a spelljamming ship could almost make it to Pluto and back before running out of provisions. Sounds like the ship isn't going very far beyond FR's crystal spheres. But let's say the ship is equipped with magical items that create food and water, refresh the air, and generate heat for the crew. Now, provisions aren't a problem. So sky's the limit, right? Well, the Oort cloud is about 2,000 to 5,000 AU from the sun (one AU, or Astronomical Unit, is the mean distance from the Earth to the sun). One AU is about 93 million miles (or 8 light minutes: at warp one, you pass one AU in about 8 minutes). 2,000 AU times 93 million = 186,000 million miles. Recall that a spelljamming ship can go 100 million miles a day. 186,000 million divided by 100 million = 1,860 days. 1,860 days divided by 365 = just over 5 years (10 years, if you assume a return trip, and you better, because the next published adventure will start or take place on that world you came from). 10 years is a big commitment. Maybe the adventure better be only for elves and dwarfs. [/QUOTE]
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