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Spelljammer: A 5E Fan Conversion
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<blockquote data-quote="DrOct" data-source="post: 6891194" data-attributes="member: 65948"><p>Also, I'm still pretty keen on the idea of being able to reach a minimum level of functioning for "free" by using cantrip slots. Since, as discussed earlier the SR only really matters in tactical combat, I'd be fine with letting the helmsman simply move the ship long distances for "free", only needing to expend spells lots if the ship has to drop down into tactical combat.</p><p></p><p>I also wonder about giving some kind of penalty to those ships that are starting out at "cantrip" speed (or advantage to those that started their trip at a higher spell slot). Like maybe it takes a little while to get "up to speed" in tactical combat. This would give the helmsman a reason, if for example they knew they were going to be traveling through a pirate infested area, to simply start the trip at a higher Spell slot. That way if they have to drop to tactical speed, they're already operating at a higher level? I'm not sure the best way to implement that, or if it's even worth the bother (might complicate things in an un-fun way).</p></blockquote><p></p>
[QUOTE="DrOct, post: 6891194, member: 65948"] Also, I'm still pretty keen on the idea of being able to reach a minimum level of functioning for "free" by using cantrip slots. Since, as discussed earlier the SR only really matters in tactical combat, I'd be fine with letting the helmsman simply move the ship long distances for "free", only needing to expend spells lots if the ship has to drop down into tactical combat. I also wonder about giving some kind of penalty to those ships that are starting out at "cantrip" speed (or advantage to those that started their trip at a higher spell slot). Like maybe it takes a little while to get "up to speed" in tactical combat. This would give the helmsman a reason, if for example they knew they were going to be traveling through a pirate infested area, to simply start the trip at a higher Spell slot. That way if they have to drop to tactical speed, they're already operating at a higher level? I'm not sure the best way to implement that, or if it's even worth the bother (might complicate things in an un-fun way). [/QUOTE]
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