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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="guildsbounty" data-source="post: 6803217" data-attributes="member: 6810481"><p>Yeah, I'm with you there. Part of my to-do list is to make sure there is a robust generation system for use with spelljamming exploration, so that if players want to run a Star Trek-esque Exploration and Adventure focused campaign, the DM has a toolkit to throw together worlds and their occupants in a hurry.</p><p></p><p>On a not-so-related note...I thought I would post up another rule change I made, and see what people think.</p><p></p><p>In AD&D spelljammer, ships had a different sort of HP than players did, called Hull Points. One Hull Point was roughly equivalent to 10hp, but couldn't be damaged in 'parts,' either you did the full damage to inflict a Hull Point worth of damage, or none at all. As a result of having these differing types of hit points, Siege Engines used in ship-to-ship combat had two different damage values...one for damage against a ship (in Hull Points) and one for damage against a person. Also, there were some Siege Engines (like a Light Ballista, Sweeper, or Jettison) that were unable to deal damage to a ship.</p><p></p><p>So, I tried to simplify it a bit...let me know how you think it turned out. This isn't how the rules look in the book, this is a summary of my changes</p><p></p><p><strong>Ship Hulls:</strong> Multiply ship Hull Points by 10 to get Hit Points. Hull Points no longer exist, ships have hit points just like everything else. In terms of damaging a ship's hull...the ship is Immune to piercing damage, resistant to Bludgeoning and Slashing damage, and uses Damage Thresholds based on the material to determine if you deal more than Superficial Damage to the ship. (The idea is that you might be able to bang up the deck or the side of the hull...possibly make a hole in it...but you aren't going to destroy a ship with a battleaxe without a LOT of work)</p><p></p><p><strong>New Weapon Attributes</strong>: I have added several new weapon attributes as well to polish some things from the DMG, as well as adding new things to balance out ship combat.</p><p></p><p><em>Anti-Personnel:</em> Weapons with this tag are very large weapons that cannot be carried by a single person, and are generally on wheels, or mounted in one place. These weapons, despite their size, are designed to attack creatures, rather than structures or ships.</p><p></p><p><em>Reloading:</em> Weapons with this tag take longer to reload than normal, and may require several actions to reload before they can fire again (a 'tag' method to show the reload times listed in the DMG)</p><p></p><p><em>Siege:</em> Weapons with this tag are very large weapons that cannot be carried by a single person, and are generally on wheels, or mounted in one place. These weapons are specifically designed to attack structures or ships, and so ignore the resistances and immunities to weapon damage that a ship's hull has. These weapons may target creatures, but do so at Disadvantage if the creature is less than Gargantuan in size.</p><p></p><p><em>Super-heavy:</em> Weapons with this tag are extremely powerful weapons that are too unwieldy to precisely target something so small as a creature. As a result, you cannot target a creature of less than Gargantuan size with a Super-heavy weapon. (Though you can target the area around them for potential collateral damage)</p><p></p><p>The point of these tags was to keep the same sort of balance that existed in Spelljammer, but simplify it so every weapon doesn't have two different dice pools and you don't have to track different sorts of hit points...but also to prevent sniper shots with a ludicrous weapon like the Grand Bombard (which effectively dealt 3d12 * 10 damage, if I convert up to ship-level damage) from just obliterating individual creatures with the precision of a longbow. Thoughts?</p></blockquote><p></p>
[QUOTE="guildsbounty, post: 6803217, member: 6810481"] Yeah, I'm with you there. Part of my to-do list is to make sure there is a robust generation system for use with spelljamming exploration, so that if players want to run a Star Trek-esque Exploration and Adventure focused campaign, the DM has a toolkit to throw together worlds and their occupants in a hurry. On a not-so-related note...I thought I would post up another rule change I made, and see what people think. In AD&D spelljammer, ships had a different sort of HP than players did, called Hull Points. One Hull Point was roughly equivalent to 10hp, but couldn't be damaged in 'parts,' either you did the full damage to inflict a Hull Point worth of damage, or none at all. As a result of having these differing types of hit points, Siege Engines used in ship-to-ship combat had two different damage values...one for damage against a ship (in Hull Points) and one for damage against a person. Also, there were some Siege Engines (like a Light Ballista, Sweeper, or Jettison) that were unable to deal damage to a ship. So, I tried to simplify it a bit...let me know how you think it turned out. This isn't how the rules look in the book, this is a summary of my changes [B]Ship Hulls:[/B] Multiply ship Hull Points by 10 to get Hit Points. Hull Points no longer exist, ships have hit points just like everything else. In terms of damaging a ship's hull...the ship is Immune to piercing damage, resistant to Bludgeoning and Slashing damage, and uses Damage Thresholds based on the material to determine if you deal more than Superficial Damage to the ship. (The idea is that you might be able to bang up the deck or the side of the hull...possibly make a hole in it...but you aren't going to destroy a ship with a battleaxe without a LOT of work) [B]New Weapon Attributes[/B]: I have added several new weapon attributes as well to polish some things from the DMG, as well as adding new things to balance out ship combat. [I]Anti-Personnel:[/I] Weapons with this tag are very large weapons that cannot be carried by a single person, and are generally on wheels, or mounted in one place. These weapons, despite their size, are designed to attack creatures, rather than structures or ships. [I]Reloading:[/I] Weapons with this tag take longer to reload than normal, and may require several actions to reload before they can fire again (a 'tag' method to show the reload times listed in the DMG) [I]Siege:[/I] Weapons with this tag are very large weapons that cannot be carried by a single person, and are generally on wheels, or mounted in one place. These weapons are specifically designed to attack structures or ships, and so ignore the resistances and immunities to weapon damage that a ship's hull has. These weapons may target creatures, but do so at Disadvantage if the creature is less than Gargantuan in size. [I]Super-heavy:[/I] Weapons with this tag are extremely powerful weapons that are too unwieldy to precisely target something so small as a creature. As a result, you cannot target a creature of less than Gargantuan size with a Super-heavy weapon. (Though you can target the area around them for potential collateral damage) The point of these tags was to keep the same sort of balance that existed in Spelljammer, but simplify it so every weapon doesn't have two different dice pools and you don't have to track different sorts of hit points...but also to prevent sniper shots with a ludicrous weapon like the Grand Bombard (which effectively dealt 3d12 * 10 damage, if I convert up to ship-level damage) from just obliterating individual creatures with the precision of a longbow. Thoughts? [/QUOTE]
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