guildsbounty
First Post
So, as the thread title implies...I am actively working on converting the AD&D Spelljammer campaign setting up to 5th Edition. To anyone who isn't familiar with Spelljammer, it's basically D&D in Space...it operates off of a magic-influenced Ptolemaic astronomical model, where Solar Systems are contained within vast Crystal Spheres that float within The Phlogiston. Spelljammer serves to unite all of the different settings of D&D by simply making each setting, and all of its gods, trouble, and unique features, into a Solar System. Dragonlance, Greyhawk, The Forgotten Realms, Eberron...all are represented. And for travel, the setting introduces spelljammers, which are magic-powered spacecraft.
As far as the conversion process goes, I have written up rough versions of multiple new playable races, converted the spells from the Core Spelljammer Book (I have another book or two that need the same treatment), and started in going back and forth between Lore write-ups (so people don't have to dig through all the old books looking for the answer to a 'What is this?' question) and general environmental rules for life in space such as gravity, atmosphere, movement, and other special rules that apply once you take to the vastness of space. I'm doing most of my work in Google Docs, and once I get the rules (including combat rules) somewhere I like them, I'll gladly open the file for viewing and feedback while I finish putting together the expanded Monster Manual for Spelljammer, convert ships and equipment, tidy up the extra bits and pieces, and flesh out the Lore.
Now, for clarity, I am in no way affiliated with WotC and have no intention of trying to wiggle my way into making money off of this...I'm converting Spelljammer to 5E because I want to play Spelljammer in 5E. I figure if I'm going to do all this work, I might as well share it.
So, this brings me to the point of this thread, which is three-fold.
First off, I wanted to see how much interest there was in seeing Spelljammer brought up to 5E. This is partly to see how much feedback I'm likely to get on the latter two points of this thread...and also because interest in something I'm working on is a great motivator,
Secondly, there some rules or bits of the setting that I have found myself questioning as I convert up to try to maintain the dynamic of 5E, and wanted to bring them up for broader discussion to see what other D&D players think about them. Whether I should keep them, trash them, or alter them. So, to get this started, here are two rules regarding Divine Magic that I'd like your thoughts on. Again, these are rules that exist in the original campaign setting.
Divine Magic in The Phlogiston: The gods have no influence in The Phlogiston (def: the space that you travel through when moving from one Solar System to another, i.e. outside of the Crystal Sphere of any particular system), and thus prayers from within it are simply not heard. As a result, a Cleric or Paladin (or any future class that prays for their spells) are unable to prepare any spells of third level or higher while in The Phlogiston. They still have all of their spell slots and can cast a spell in a higher slot if they wish...but they may not prepare any spells that are of higher natural level than second. There is no workaround for this.
Divine Magic in Other Spheres: A god only has influence in a System in which they are worshiped. Thus, if a Divine caster prays for spells in a System in which their god has no influence, their god cannot grant them spells. As in The Phlogiston, this means that a Divine Spellcaster cannot prepare any spells of third level or higher (though they retain their spell slots as normal). There are two workarounds to this rule in the form of a pair of new 2nd Level spells: Contact Home Power allows a Divine Caster to create a connection to their home Sphere that lasts for one week, while this connection is open they pray and receive spells as if they were in their home Sphere. Detect Powers (cast on a Crystal Sphere) allows a Divine Caster to detect if there are friendly gods and/or other powers within that are similar enough to their actual god (in terms of purview) that they'd be willing to cooperate; if so, the Cleric may pray to that god for their spells whenever they are in that Sphere...additionally, the spell will let them know if their own god is revered within that Sphere.
I call these two rules into question because, while they make perfect sense thematically, they impose a limitation on Divine Spellcasters that doesn't have a parallel for any other sort of Caster. So...I'd like your thoughts on them; keep them, toss them, or change them?
And that brings me to my third point of discussion...the ships. Maybe it's only me...but I look at the bulk of the ships in Spelljammer (especially the Human and Elvish ones) and think they look rather ridiculous. The Tradesman, the Hammerhead, the Monarch...just google image search them. So, I wanted to see if it's just me or if there are ships that people would rather they got, at minimum, a reskinning when they were updated to 5E...if not left out entirely. That's most of what I want to focus on with ship design for this discussion, because I know the ships have some other issues that I need to resolve (like laughably inaccurate tonnage...per the RAW, a Major Helm can only move up to 100 tons of ship, and lists a Galleon as weighing in at 40 tons...despite the fact that an actual galleon weighed more like 300 tons.), but those are things I can handle myself without any trouble.
So, there you have it...I'm working on Spelljammer...let me know what you think.
~GB
As far as the conversion process goes, I have written up rough versions of multiple new playable races, converted the spells from the Core Spelljammer Book (I have another book or two that need the same treatment), and started in going back and forth between Lore write-ups (so people don't have to dig through all the old books looking for the answer to a 'What is this?' question) and general environmental rules for life in space such as gravity, atmosphere, movement, and other special rules that apply once you take to the vastness of space. I'm doing most of my work in Google Docs, and once I get the rules (including combat rules) somewhere I like them, I'll gladly open the file for viewing and feedback while I finish putting together the expanded Monster Manual for Spelljammer, convert ships and equipment, tidy up the extra bits and pieces, and flesh out the Lore.
Now, for clarity, I am in no way affiliated with WotC and have no intention of trying to wiggle my way into making money off of this...I'm converting Spelljammer to 5E because I want to play Spelljammer in 5E. I figure if I'm going to do all this work, I might as well share it.
So, this brings me to the point of this thread, which is three-fold.
First off, I wanted to see how much interest there was in seeing Spelljammer brought up to 5E. This is partly to see how much feedback I'm likely to get on the latter two points of this thread...and also because interest in something I'm working on is a great motivator,
Secondly, there some rules or bits of the setting that I have found myself questioning as I convert up to try to maintain the dynamic of 5E, and wanted to bring them up for broader discussion to see what other D&D players think about them. Whether I should keep them, trash them, or alter them. So, to get this started, here are two rules regarding Divine Magic that I'd like your thoughts on. Again, these are rules that exist in the original campaign setting.
Divine Magic in The Phlogiston: The gods have no influence in The Phlogiston (def: the space that you travel through when moving from one Solar System to another, i.e. outside of the Crystal Sphere of any particular system), and thus prayers from within it are simply not heard. As a result, a Cleric or Paladin (or any future class that prays for their spells) are unable to prepare any spells of third level or higher while in The Phlogiston. They still have all of their spell slots and can cast a spell in a higher slot if they wish...but they may not prepare any spells that are of higher natural level than second. There is no workaround for this.
Divine Magic in Other Spheres: A god only has influence in a System in which they are worshiped. Thus, if a Divine caster prays for spells in a System in which their god has no influence, their god cannot grant them spells. As in The Phlogiston, this means that a Divine Spellcaster cannot prepare any spells of third level or higher (though they retain their spell slots as normal). There are two workarounds to this rule in the form of a pair of new 2nd Level spells: Contact Home Power allows a Divine Caster to create a connection to their home Sphere that lasts for one week, while this connection is open they pray and receive spells as if they were in their home Sphere. Detect Powers (cast on a Crystal Sphere) allows a Divine Caster to detect if there are friendly gods and/or other powers within that are similar enough to their actual god (in terms of purview) that they'd be willing to cooperate; if so, the Cleric may pray to that god for their spells whenever they are in that Sphere...additionally, the spell will let them know if their own god is revered within that Sphere.
I call these two rules into question because, while they make perfect sense thematically, they impose a limitation on Divine Spellcasters that doesn't have a parallel for any other sort of Caster. So...I'd like your thoughts on them; keep them, toss them, or change them?
And that brings me to my third point of discussion...the ships. Maybe it's only me...but I look at the bulk of the ships in Spelljammer (especially the Human and Elvish ones) and think they look rather ridiculous. The Tradesman, the Hammerhead, the Monarch...just google image search them. So, I wanted to see if it's just me or if there are ships that people would rather they got, at minimum, a reskinning when they were updated to 5E...if not left out entirely. That's most of what I want to focus on with ship design for this discussion, because I know the ships have some other issues that I need to resolve (like laughably inaccurate tonnage...per the RAW, a Major Helm can only move up to 100 tons of ship, and lists a Galleon as weighing in at 40 tons...despite the fact that an actual galleon weighed more like 300 tons.), but those are things I can handle myself without any trouble.
So, there you have it...I'm working on Spelljammer...let me know what you think.
~GB