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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="Sword of Spirit" data-source="post: 6800223" data-attributes="member: 6677017"><p>Yep, that's intentional. If WotC were to update it, you can bet they'd take away all of those severe penalties.</p><p></p><p></p><p></p><p>After hearing your thoughts, I think what I'd go with is something more along the lines of saying that if you disconnect from the helm (I'd have to decide what qualifies), you have to spend another spell slot to re-attune to it. That would put some more decision points and trade-offs.</p><p></p><p>But when we're talking about high-level casters, they <em>should</em> be fearsome. Unless your game is particularly high-powered, I expect most NPC ships are helmed by about 3rd-5th level casters.</p><p></p><p>And on second thought, we should use the attunement mechanic that 5e already has. Say you have to attune to a spelljamming helm to use it (it is a powerful magic item, so that it exactly how it would be handled in 5e), and then apply some minor penalty to your spellcasting capabilities while attuned.</p><p></p><p></p><p></p><p>Exactly.</p><p></p><p></p><p></p><p>I wouldn't. If 3e had converted the Phlogiston (rather than leaving it hanging out in a waiting room with the quasi-elemental planes), they would have taken away that restriction.</p><p></p><p>Of all the planes and places in the multiverse, there is no particular reason why one section of the Material Plane ought to be uniquely inaccessible to divine magic. It was lprobably an idea one of the writers had in passing when figuring out how to restrict divine magic inside the spheres. "Hmmm...what about in the Phlogiston? Should we just let them get all their magic? No, then they'd spend too much time there, and we want people inside spheres. I guess we could determine how close they are to a sphere, and then treat them as if they were in that sphere, but maybe make it harder. Hmm. Okay, I've got it. They just can't access divine magic at all in the Phlogiston."</p><p></p><p>No more reason to keep that than the make magic items lose pluses when they travel the planes.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6800223, member: 6677017"] Yep, that's intentional. If WotC were to update it, you can bet they'd take away all of those severe penalties. After hearing your thoughts, I think what I'd go with is something more along the lines of saying that if you disconnect from the helm (I'd have to decide what qualifies), you have to spend another spell slot to re-attune to it. That would put some more decision points and trade-offs. But when we're talking about high-level casters, they [I]should[/I] be fearsome. Unless your game is particularly high-powered, I expect most NPC ships are helmed by about 3rd-5th level casters. And on second thought, we should use the attunement mechanic that 5e already has. Say you have to attune to a spelljamming helm to use it (it is a powerful magic item, so that it exactly how it would be handled in 5e), and then apply some minor penalty to your spellcasting capabilities while attuned. Exactly. I wouldn't. If 3e had converted the Phlogiston (rather than leaving it hanging out in a waiting room with the quasi-elemental planes), they would have taken away that restriction. Of all the planes and places in the multiverse, there is no particular reason why one section of the Material Plane ought to be uniquely inaccessible to divine magic. It was lprobably an idea one of the writers had in passing when figuring out how to restrict divine magic inside the spheres. "Hmmm...what about in the Phlogiston? Should we just let them get all their magic? No, then they'd spend too much time there, and we want people inside spheres. I guess we could determine how close they are to a sphere, and then treat them as if they were in that sphere, but maybe make it harder. Hmm. Okay, I've got it. They just can't access divine magic at all in the Phlogiston." No more reason to keep that than the make magic items lose pluses when they travel the planes. [/QUOTE]
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