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Worlds of Design: Spelljammer 2.0
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<blockquote data-quote="jasper" data-source="post: 8819324" data-attributes="member: 277"><p>I ran the Spelljammer Academy and so far the first two parts of the adventure. I am freaking glad I did not pay full price for the FLGS version. This is everyone toss the dm 5 bucks so they can add to the collection. There are rules light systems but this is rules might exist.</p><p></p><p>5 new races with another elf tack on. But the bad glide and history of the flying wizard of oz monkey race made into the release version. The Hipp um Giff makes it but they have guns. But no new equipment chart for anything. So back to 10 GP a shot when you adventure in the realms.</p><p>Hey I love a bunch of floor plans with the repeating stats of weapon platforms. Not. They were told each ship had to be two pages and repeated the ballista and Mangonel stats. There should be a weapon platform page for this information. Ballista stats, cannon stats, Mangoel stats, grabbing hook cannon stats.</p><p></p><p>Ship to ship combat is worse than Saltmarsh. Saltmarsh gave you stats for the ship so you know it plus or minus for a fireball. Saltmarsh gave you crew and passenger numbers. Saltmarsh gives you crew positions and what they can do.</p><p>Spelljammer said you have crew, your helmsperson gets 50 GP a day and distance between ships starts at long longbow range and goes to 1,000 feet. Currently I allowing an opposed spell casting ability check to give the winning side advantage on their weapon platforms.</p><p></p><p>Some of the monsters are fun but others are just bad puns.</p><p></p><p>the adventure so far is just a Disney rollercoaster highlighting some the new monsters.</p><p></p><p>This book should have stayed in preproduction for another few months. It is the only WOTC book I have given two stars too. And even with an after play review coming up, I don't think I going to give a better score.</p></blockquote><p></p>
[QUOTE="jasper, post: 8819324, member: 277"] I ran the Spelljammer Academy and so far the first two parts of the adventure. I am freaking glad I did not pay full price for the FLGS version. This is everyone toss the dm 5 bucks so they can add to the collection. There are rules light systems but this is rules might exist. 5 new races with another elf tack on. But the bad glide and history of the flying wizard of oz monkey race made into the release version. The Hipp um Giff makes it but they have guns. But no new equipment chart for anything. So back to 10 GP a shot when you adventure in the realms. Hey I love a bunch of floor plans with the repeating stats of weapon platforms. Not. They were told each ship had to be two pages and repeated the ballista and Mangonel stats. There should be a weapon platform page for this information. Ballista stats, cannon stats, Mangoel stats, grabbing hook cannon stats. Ship to ship combat is worse than Saltmarsh. Saltmarsh gave you stats for the ship so you know it plus or minus for a fireball. Saltmarsh gave you crew and passenger numbers. Saltmarsh gives you crew positions and what they can do. Spelljammer said you have crew, your helmsperson gets 50 GP a day and distance between ships starts at long longbow range and goes to 1,000 feet. Currently I allowing an opposed spell casting ability check to give the winning side advantage on their weapon platforms. Some of the monsters are fun but others are just bad puns. the adventure so far is just a Disney rollercoaster highlighting some the new monsters. This book should have stayed in preproduction for another few months. It is the only WOTC book I have given two stars too. And even with an after play review coming up, I don't think I going to give a better score. [/QUOTE]
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