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3 Classic Settings Coming To 5E?
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<blockquote data-quote="see" data-source="post: 8094803" data-attributes="member: 10531"><p>Yes, massively different, mostly because of availability and cargo capacity.</p><p></p><p>On cargo capacity, using the 2e "tactical movement" rules, a spelljammer helmed by a first-level spellcaster (the only "specialized talent" involved) moves at 17 MPH. Using the 5e <em>Dungeon of the Mad Mage</em>, a spelljammer helmed by someone with one unexpended first-level spell slot moves at 10 MPH. If you use the 2e rules, the mass of the cargo doesn't matter, but a maximum-sized ship for a minor helm can carry 2,500 <em>cubic yards</em> of cargo; using the 5e <em>Dungeon of the Mad Mage</em> helm, you can move a ship up to 100 tons mass with a helm, which means at least 50 tons of cargo.</p><p></p><p>When you run the numbers against even passingly realistic numbers for overland caravans, the result is that <em>one</em> spelljammer can ship quantities of cargo in a year that would take <em>tens of thousands</em> of horses to move, all while not eating anything. They're incredibly valuable.</p><p></p><p>And, well, Spelljammer assumes that helms are common enough for, say, a group of fifth-level PCs to own one without having to be paranoid about every powerful wizard, kingdom, and church that hears about trying to seize it. If they're <em>that</em> common, then they're common enough to completely warp Oerth, Krynn, or Toril. If you make helms rare enough that 5th-level PCs can't reasonably let anyone know they have one, you've made something that isn't Spelljammer. (The helm in <em>Dungeon of the Mad Mage</em> being a legendary item implies rarity enough to not warp the FR setting, but also rarity enough that you can't do Spelljammer.)</p><p></p><p>As far as a "specialized talent", it requires somebody with a caster level (2e) or a spell slot (5e writeup). That isn't everyone, but it's a lot more common than people able to cast <em>teleportation circle</em>. (And if you use a caster able to cast fifth-level spells like <em>teleportation circle </em>as a helmsman, your speed increases to 50 mph [5e] or 51 mph [2e minor helm].)</p></blockquote><p></p>
[QUOTE="see, post: 8094803, member: 10531"] Yes, massively different, mostly because of availability and cargo capacity. On cargo capacity, using the 2e "tactical movement" rules, a spelljammer helmed by a first-level spellcaster (the only "specialized talent" involved) moves at 17 MPH. Using the 5e [I]Dungeon of the Mad Mage[/I], a spelljammer helmed by someone with one unexpended first-level spell slot moves at 10 MPH. If you use the 2e rules, the mass of the cargo doesn't matter, but a maximum-sized ship for a minor helm can carry 2,500 [I]cubic yards[/I] of cargo; using the 5e [I]Dungeon of the Mad Mage[/I] helm, you can move a ship up to 100 tons mass with a helm, which means at least 50 tons of cargo. When you run the numbers against even passingly realistic numbers for overland caravans, the result is that [I]one[/I] spelljammer can ship quantities of cargo in a year that would take [I]tens of thousands[/I] of horses to move, all while not eating anything. They're incredibly valuable. And, well, Spelljammer assumes that helms are common enough for, say, a group of fifth-level PCs to own one without having to be paranoid about every powerful wizard, kingdom, and church that hears about trying to seize it. If they're [I]that[/I] common, then they're common enough to completely warp Oerth, Krynn, or Toril. If you make helms rare enough that 5th-level PCs can't reasonably let anyone know they have one, you've made something that isn't Spelljammer. (The helm in [I]Dungeon of the Mad Mage[/I] being a legendary item implies rarity enough to not warp the FR setting, but also rarity enough that you can't do Spelljammer.) As far as a "specialized talent", it requires somebody with a caster level (2e) or a spell slot (5e writeup). That isn't everyone, but it's a lot more common than people able to cast [I]teleportation circle[/I]. (And if you use a caster able to cast fifth-level spells like [I]teleportation circle [/I]as a helmsman, your speed increases to 50 mph [5e] or 51 mph [2e minor helm].) [/QUOTE]
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