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<blockquote data-quote="BlackJaw" data-source="post: 282137" data-attributes="member: 888"><p>I would like to have some non-setting spicific PrC classes, but I want everything else "mostly" done before I attempt to setup a PrC using these rules, and I wouldn't want anything to spicific, spelljammer-ish or not.</p><p></p><p></p><p>That's actualy what we already have written. I think most DMs can handle combat inside a ship... its more or less dungeon style adventure. when I said "how to run a game with flying ships and players on those ships" I ment how to make it fun for all the players of group if they are on the same ship durring vessel combat... the Star Trek version of combat where everyone on a vessel has a special role.</p><p></p><p>The rules I'm tyring to make would work for DragonStar or goblins in zeplins... and all the space inbetween.</p><p></p><p></p><p>This kind of information would go in the section on running a sky or space game and setting. rules for space suits, parachutes, worlds that rely on aircrafts, how sky pirates work, etc would all go there. Also possible adventure ideas and types, etc all go here too.</p><p></p><p>Because it is not a setting book I'm trying to avoid things like "new weapons." Firearms and odd weapons are actually in the DMG, seperated by simple time periods. I personaly am a fan of gnomes or dwarves using matchlock guns in settings, but then guns in D&D is a subject that gets all sorts of uglyness on messageboards.</p><p></p><p>As for spelljammer: yes I own the orginal boxed set, and yes I intend to make this system work for it. basicaly that will becovered by ship construction rules (what I am calling a "mage Helm" because spelljammer was published in a Dungeon and I don't want to directly step on toes) and an example setting for the latter section which will be spelljammer without using that word.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 282137, member: 888"] I would like to have some non-setting spicific PrC classes, but I want everything else "mostly" done before I attempt to setup a PrC using these rules, and I wouldn't want anything to spicific, spelljammer-ish or not. That's actualy what we already have written. I think most DMs can handle combat inside a ship... its more or less dungeon style adventure. when I said "how to run a game with flying ships and players on those ships" I ment how to make it fun for all the players of group if they are on the same ship durring vessel combat... the Star Trek version of combat where everyone on a vessel has a special role. The rules I'm tyring to make would work for DragonStar or goblins in zeplins... and all the space inbetween. This kind of information would go in the section on running a sky or space game and setting. rules for space suits, parachutes, worlds that rely on aircrafts, how sky pirates work, etc would all go there. Also possible adventure ideas and types, etc all go here too. Because it is not a setting book I'm trying to avoid things like "new weapons." Firearms and odd weapons are actually in the DMG, seperated by simple time periods. I personaly am a fan of gnomes or dwarves using matchlock guns in settings, but then guns in D&D is a subject that gets all sorts of uglyness on messageboards. As for spelljammer: yes I own the orginal boxed set, and yes I intend to make this system work for it. basicaly that will becovered by ship construction rules (what I am calling a "mage Helm" because spelljammer was published in a Dungeon and I don't want to directly step on toes) and an example setting for the latter section which will be spelljammer without using that word. [/QUOTE]
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