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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="guildsbounty" data-source="post: 6799412" data-attributes="member: 6810481"><p>Decent start...but it does seriously reduce the 'risk' inherent in piloting a spelljammer. In AD&D it was a calculated risk as to whether or not you'd put your powerful caster in the chair to squeeze all the performance you could out of your ship...at risk of them being helpless in a fight if the ship was boarded. I was considering adjusting the spelljamming helms to respond to the maximum level of spell slot that you were capable of casting, rather than 'level', but the original rules take the SR from 1 to 10 on a Major Helm, and there are only 9 levels of spell...so I'd have to either skip a number, or have some 'special caveat' that says "If you can cast level 9 spells, AND are level 20, then you can get it up to 10" and that sort of defeats the purpose of using spell slots in the first place. (Assuming, of course, I keep '10' as the max possible Ship Rating).</p><p></p><p>It's a tricky thing....because a spelljammer is an incredibly powerful tactical tool, and the ability to move one very quickly is ridiculously useful in combat; especially once I roll in the 'you can attack anywhere along your move action' rule that 5E uses. You could be in and out of combat range in a single move, and basically just kite the enemy ship to death...forcing it to 'ready actions' to have any chance of hitting you. Yes, spending a level 8 or 9 spell slot is a big deal, but the ability to outrun practically anything for the next 12 hours is a bit unbalanced when...if the ship IS caught, the caster can then spring up and unload his arsenal of 1-8th level spells. And imagine what happens if you bring a spelljammer to a ground battle..... Although I'm not 100% sure on the 'unbalanced' thing since it's a 'brand new concept' to 5E. Hence why I'm asking for opinions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="guildsbounty, post: 6799412, member: 6810481"] Decent start...but it does seriously reduce the 'risk' inherent in piloting a spelljammer. In AD&D it was a calculated risk as to whether or not you'd put your powerful caster in the chair to squeeze all the performance you could out of your ship...at risk of them being helpless in a fight if the ship was boarded. I was considering adjusting the spelljamming helms to respond to the maximum level of spell slot that you were capable of casting, rather than 'level', but the original rules take the SR from 1 to 10 on a Major Helm, and there are only 9 levels of spell...so I'd have to either skip a number, or have some 'special caveat' that says "If you can cast level 9 spells, AND are level 20, then you can get it up to 10" and that sort of defeats the purpose of using spell slots in the first place. (Assuming, of course, I keep '10' as the max possible Ship Rating). It's a tricky thing....because a spelljammer is an incredibly powerful tactical tool, and the ability to move one very quickly is ridiculously useful in combat; especially once I roll in the 'you can attack anywhere along your move action' rule that 5E uses. You could be in and out of combat range in a single move, and basically just kite the enemy ship to death...forcing it to 'ready actions' to have any chance of hitting you. Yes, spending a level 8 or 9 spell slot is a big deal, but the ability to outrun practically anything for the next 12 hours is a bit unbalanced when...if the ship IS caught, the caster can then spring up and unload his arsenal of 1-8th level spells. And imagine what happens if you bring a spelljammer to a ground battle..... Although I'm not 100% sure on the 'unbalanced' thing since it's a 'brand new concept' to 5E. Hence why I'm asking for opinions. :) [/QUOTE]
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