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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="guildsbounty" data-source="post: 6797555" data-attributes="member: 6810481"><p>Thanks for the input so far... my philosophy up to this point is to make the conversion as direct (and thorough) as possible, with some alterations to simplify things. I definitely appreciate the thoughts on 'keep true to the setting,' and that helps settle my opinion on the matter. The way I will probably approach things like 'Air Calculations' is the same way the MM approaches hit points; provide the dice-roll information if someone wants to roll it, but also list the 'Average' for anyone who doesn't want to.</p><p></p><p>I'm presently leaning towards still maintaining maneuverability class as a measurement of how quickly a ship can turn (though I'll likely drop the acceleration rules and simplify it to 'A ship can use up to its SR in movement points on a turn...they didn't make complete sense with the described lore in the first place.). And I'll likely keep this because while a Man-O-War and a Flitter, both equipped with a Major Helm, both crewed by a lvl 20 Caster have a SR of 10, it doesn't make sense for them to be equally agile.</p><p></p><p>EDIT: Also, for those asking what the 'thematic element' was that dictated Clerics had a hard time praying for spells in the Phlogiston... You cannot access the Astral Sea from The Phlogiston. At all. Portals, teleportation, summoning, and astral projection simply don't work out there. And, since the gods live in the Astral...it would be hard to contact them when you can't actually interact with the place that connects where you are to where they are.</p></blockquote><p></p>
[QUOTE="guildsbounty, post: 6797555, member: 6810481"] Thanks for the input so far... my philosophy up to this point is to make the conversion as direct (and thorough) as possible, with some alterations to simplify things. I definitely appreciate the thoughts on 'keep true to the setting,' and that helps settle my opinion on the matter. The way I will probably approach things like 'Air Calculations' is the same way the MM approaches hit points; provide the dice-roll information if someone wants to roll it, but also list the 'Average' for anyone who doesn't want to. I'm presently leaning towards still maintaining maneuverability class as a measurement of how quickly a ship can turn (though I'll likely drop the acceleration rules and simplify it to 'A ship can use up to its SR in movement points on a turn...they didn't make complete sense with the described lore in the first place.). And I'll likely keep this because while a Man-O-War and a Flitter, both equipped with a Major Helm, both crewed by a lvl 20 Caster have a SR of 10, it doesn't make sense for them to be equally agile. EDIT: Also, for those asking what the 'thematic element' was that dictated Clerics had a hard time praying for spells in the Phlogiston... You cannot access the Astral Sea from The Phlogiston. At all. Portals, teleportation, summoning, and astral projection simply don't work out there. And, since the gods live in the Astral...it would be hard to contact them when you can't actually interact with the place that connects where you are to where they are. [/QUOTE]
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Spelljammer: A 5E Fan Conversion
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