Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Airships
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Psion" data-source="post: 2010153" data-attributes="member: 172"><p><strong>Airships</strong></p><p></p><p><em>Airships</em> is a rulebook is Bastion Press' line of <em>d20 System</em> fantasy supplements, providing details for designing and using floating ship-like vehicles in a campaign. <em>Airships</em> is written by Sam Witt, who also wrote Bastion's <em>Spells & Magic</em>, as well as a number of titles by Mongoose.</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>Airships</em> follows the format typical of Bastion rules supplements: a full color 96-page perfect-bound softcover book priced at $24.95. As with all books in this line, the color makes it pricier than books of comparable size with black-and-white interiors, which are typically under $20.</p><p></p><p>The cover of the book is illustrated by Todd Morasch, and depicts a number of flying ships and winged creatures.</p><p></p><p>The interior is color, and features art by Alexander Leonard, Andrew Baker, Christopher Pickrell, Jason Walton, Michael Erickson, and Todd Morash. The art varies in quality from mediocre to good, and includes a few full page paintings. The art is generally not up to the quality of Bastion books such as <em>Spells & Magic</em> and <em>Plains of Pennance</em>. The best art in the book is, perhaps, the deckplans and ship perspectives of the pre-made ships.</p><p></p><p>The interior body text is dense and the paragraphs are single spaced, making up for some of the high price per page of the book. The book uses a fancy calligraphy-style font for headers, which can sometimes be hard to read.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p>The book is split into ten sections and a glossary (or lexicon).</p><p></p><p>The first major section dives right into the subject of the book with Airship construction. The book defines ships in terms of tons; these tons don't seem to correspond to any real-world measure of weight. Rather, it seems to reflect (very roughly) a 10' x 10' x 10' cube. Ships are also classified into size conventions from "Fine" to "Colossal+." These size conventions have the advantage of familiarity to those familiar with the <em>d20 System</em>, but do not directly correspond to <em>d20 System</em> sizes. A "Fine" airship, for example, includes airships up to 2 tons, which would be Huge on the standard d20 scale.</p><p></p><p>Airships are built by selecting the size, building materials, engines, and other features. The features selected determine the characteristics of the ship. For example, adamantium is much more durable than wood, but is also more costly and requires more skilled craftsmen. The skill of craftsmen is important in these rules. Unlike more typical cut-and-dried magic item creation rules, the rules for shipbuilding are detailed with skill DCs and workmen requirements and hearken back more to the normal item crafting rules than the magic item creation rules. This level of detail may be more than some want or need for their games, but is not too difficult to bypass if you assume a "used model" or that the shipbuilder takes care of all of the details.</p><p></p><p>Like hull materials, the selection of engines is important to ship design. A number of different methods are available for moving such a craft through the air, much reminiscent of the "helms" in the old 2e <em>Spelljammer</em> setting. Arcane and divine engines are powered by expending spell slots to power the engine; this is similar to the concept of a basic Spelljamming helm except much less debilitating. Other concepts include wood or oil burning engines, energy or fiendish engines that draw powers from another plane, elemental engines that draw powers from elementals, and necromantic or vampiric engines which uses corpses or living creatures as a resource. This provides the DM with a variety of angles of how to handle airships in a campaign.</p><p></p><p>All engines have <em>power factors</em>. The ship must have more power factors than its size (in tons) to even fly; this is a reasonable assumption. However, to determine the acceleration of the airship, you directly subtract the size of the ship from the power factors. This creates the odd situation that rather large airships have the potential to be faster than small ships, since they can afford larger or more engines.</p><p></p><p>Airships may be further defined by selecting templates. Templates reflect finer design considerations that affect the capabilities of the ship. Some templates, like armored, can be added after the initial design. As with the choice of engine and materials, there are advantage and disadvantages to each template.</p><p></p><p>Other ship components let you add things like sails, propellers, and weapons, among others. The design sequence also has detailed considerations for crew requirements and their living space.</p><p></p><p>While the first third of the book is dedicated to how to build airships, the next third covers how to use them, with details like movement, combat, overland travel and navigation, equipment, and trade.</p><p></p><p>The movement and combat rules, similar to vehicle rules by other <em>d20 System</em> publishers, is basically an adaptation of the basic <em>d20 System</em> combat rules, with necessary additions such as turn limitations, ramming rules, combat damage, and vehicle damage rules. The last of these, the vehicle damage rules, is different from standard damage rules in that critical hits are randomly applied to specific components of the ship, which makes ship-to-ship combat a bit more detailed than the rather abstract person-to-person <em>d20 System</em> combat rules.</p><p></p><p>I was (pleasantly) surprised to see the trade rules. The idea of monetary systems in <em>d20 System</em> fantasy games that bypasses levels and creatures may fly in the face of basic <em>d20 System</em> assumptions, but with the right DM and right sort of campaign this can work as a compelling basis for a campaign.</p><p></p><p>The trade rules bear a great resemblance to the classic <em>Traveller</em> commerce rules. Each town is assigned a number of needs which they are willing to buy, and the players hope to buy low at the source of a good and sell high at the destination. The section provides a number of trade goods and classifies them according accrding to the unit size and cost, buy and sell DCs, price variance, and availability.</p><p></p><p>Most of the remainder of the book introduces new character options necessary to integrate airships into <em>d20 System</em> fantasy games.</p><p></p><p>New profession and craft skills are introduced. Notably, none of the airship profession skills (Airship Sailor, Airship Navigator, Airship Pilot, and Engineer) overlap with sea ship skills; it is not safe to assume a sea crew could perform all the tasks needed on an airship. While I can see this point to some extent, it seems that some tasks like rigging sails (in ships so equipped) would be able to use either skill, and perhaps a synergy bonus is appropriate.</p><p></p><p>Similarly, a number of new feats are provided for characters who master the building and operation of airships.</p><p></p><p>There are airship oriented prestige classes for each of the four cardinal <em>d20 system</em> fantasy character types. The <em>Airship Saboteur</em>, most appropriate for rogues, is specialized in sneaking aboard airships and disrupting their operations or crew. The <em>Ship Mage</em> has impugned spellcasting ability, but moderate combat advancement and class abilities that allow the mage to assist in ship operations; the <em>Ship Theurge</em> is a divine version of the <em>Ship Mage</em>. Finally, the <em>Sky Slayer</em> is a warrior type that is "in his element" while fighting aboard an airship.</p><p></p><p>The magic section is split into two parts. The first part provides a reference for effects of a number of core <em>d20 System</em> spells on an airship. Some of these rulings provide specific rules for handling specific spells in an airship environment, while others are only commentaries on how a clever spellcaster might use such a spell.</p><p></p><p>The remainder is a section on new magic items and spells. As you might expect, these spells are particularly effective in an airship environment. Some like <em>summon thermal</em> assist operations of the ship, while others like <em>earthen conversion</em> are particularly dangerous when used against an airship. Many of the spells fall into the trap of being mentioned as part of pre-existing clerical domains with no guideance on how to adjudicate such a situation.</p><p></p><p>The last section of the book includes a number of pre-designed airships and blank forms. The pre-designed airships each have two facing pages. The left hand side shows deck plans and side or perspective views of the ship, while the right hand page has all of the ship statistics and components.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>Existing products with airships (like Goodman Games' <em>Ariel Adventures Guide</em>) take a more setting oriented approach. <em>Airships</em> on the other hand, is a more toolkit-style approach. This may make the book of less use to you if you don't know what to do with it, but it should make it much more useful if you know where you want to go with the concept of airships and/or do not want to tack on a bunch of new setting assumptions to your setting of choice.</p><p></p><p>Overall, I was rather impressed by the thorough approach of Airships, and consider it (along with <em>Oathbound</em> and <em>Spells & Magic</em>) to be one of Bastion's more worthwhile products.</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2010153, member: 172"] [b]Airships[/b] [i]Airships[/i] is a rulebook is Bastion Press' line of [i]d20 System[/i] fantasy supplements, providing details for designing and using floating ship-like vehicles in a campaign. [i]Airships[/i] is written by Sam Witt, who also wrote Bastion's [i]Spells & Magic[/i], as well as a number of titles by Mongoose. [b]A First Look[/b] [i]Airships[/i] follows the format typical of Bastion rules supplements: a full color 96-page perfect-bound softcover book priced at $24.95. As with all books in this line, the color makes it pricier than books of comparable size with black-and-white interiors, which are typically under $20. The cover of the book is illustrated by Todd Morasch, and depicts a number of flying ships and winged creatures. The interior is color, and features art by Alexander Leonard, Andrew Baker, Christopher Pickrell, Jason Walton, Michael Erickson, and Todd Morash. The art varies in quality from mediocre to good, and includes a few full page paintings. The art is generally not up to the quality of Bastion books such as [i]Spells & Magic[/i] and [i]Plains of Pennance[/i]. The best art in the book is, perhaps, the deckplans and ship perspectives of the pre-made ships. The interior body text is dense and the paragraphs are single spaced, making up for some of the high price per page of the book. The book uses a fancy calligraphy-style font for headers, which can sometimes be hard to read. [b]A Deeper Look[/b] The book is split into ten sections and a glossary (or lexicon). The first major section dives right into the subject of the book with Airship construction. The book defines ships in terms of tons; these tons don't seem to correspond to any real-world measure of weight. Rather, it seems to reflect (very roughly) a 10' x 10' x 10' cube. Ships are also classified into size conventions from "Fine" to "Colossal+." These size conventions have the advantage of familiarity to those familiar with the [i]d20 System[/i], but do not directly correspond to [i]d20 System[/i] sizes. A "Fine" airship, for example, includes airships up to 2 tons, which would be Huge on the standard d20 scale. Airships are built by selecting the size, building materials, engines, and other features. The features selected determine the characteristics of the ship. For example, adamantium is much more durable than wood, but is also more costly and requires more skilled craftsmen. The skill of craftsmen is important in these rules. Unlike more typical cut-and-dried magic item creation rules, the rules for shipbuilding are detailed with skill DCs and workmen requirements and hearken back more to the normal item crafting rules than the magic item creation rules. This level of detail may be more than some want or need for their games, but is not too difficult to bypass if you assume a "used model" or that the shipbuilder takes care of all of the details. Like hull materials, the selection of engines is important to ship design. A number of different methods are available for moving such a craft through the air, much reminiscent of the "helms" in the old 2e [i]Spelljammer[/i] setting. Arcane and divine engines are powered by expending spell slots to power the engine; this is similar to the concept of a basic Spelljamming helm except much less debilitating. Other concepts include wood or oil burning engines, energy or fiendish engines that draw powers from another plane, elemental engines that draw powers from elementals, and necromantic or vampiric engines which uses corpses or living creatures as a resource. This provides the DM with a variety of angles of how to handle airships in a campaign. All engines have [i]power factors[/i]. The ship must have more power factors than its size (in tons) to even fly; this is a reasonable assumption. However, to determine the acceleration of the airship, you directly subtract the size of the ship from the power factors. This creates the odd situation that rather large airships have the potential to be faster than small ships, since they can afford larger or more engines. Airships may be further defined by selecting templates. Templates reflect finer design considerations that affect the capabilities of the ship. Some templates, like armored, can be added after the initial design. As with the choice of engine and materials, there are advantage and disadvantages to each template. Other ship components let you add things like sails, propellers, and weapons, among others. The design sequence also has detailed considerations for crew requirements and their living space. While the first third of the book is dedicated to how to build airships, the next third covers how to use them, with details like movement, combat, overland travel and navigation, equipment, and trade. The movement and combat rules, similar to vehicle rules by other [i]d20 System[/i] publishers, is basically an adaptation of the basic [i]d20 System[/i] combat rules, with necessary additions such as turn limitations, ramming rules, combat damage, and vehicle damage rules. The last of these, the vehicle damage rules, is different from standard damage rules in that critical hits are randomly applied to specific components of the ship, which makes ship-to-ship combat a bit more detailed than the rather abstract person-to-person [i]d20 System[/i] combat rules. I was (pleasantly) surprised to see the trade rules. The idea of monetary systems in [i]d20 System[/i] fantasy games that bypasses levels and creatures may fly in the face of basic [i]d20 System[/i] assumptions, but with the right DM and right sort of campaign this can work as a compelling basis for a campaign. The trade rules bear a great resemblance to the classic [i]Traveller[/i] commerce rules. Each town is assigned a number of needs which they are willing to buy, and the players hope to buy low at the source of a good and sell high at the destination. The section provides a number of trade goods and classifies them according accrding to the unit size and cost, buy and sell DCs, price variance, and availability. Most of the remainder of the book introduces new character options necessary to integrate airships into [i]d20 System[/i] fantasy games. New profession and craft skills are introduced. Notably, none of the airship profession skills (Airship Sailor, Airship Navigator, Airship Pilot, and Engineer) overlap with sea ship skills; it is not safe to assume a sea crew could perform all the tasks needed on an airship. While I can see this point to some extent, it seems that some tasks like rigging sails (in ships so equipped) would be able to use either skill, and perhaps a synergy bonus is appropriate. Similarly, a number of new feats are provided for characters who master the building and operation of airships. There are airship oriented prestige classes for each of the four cardinal [i]d20 system[/i] fantasy character types. The [i]Airship Saboteur[/i], most appropriate for rogues, is specialized in sneaking aboard airships and disrupting their operations or crew. The [i]Ship Mage[/i] has impugned spellcasting ability, but moderate combat advancement and class abilities that allow the mage to assist in ship operations; the [i]Ship Theurge[/i] is a divine version of the [i]Ship Mage[/i]. Finally, the [i]Sky Slayer[/i] is a warrior type that is "in his element" while fighting aboard an airship. The magic section is split into two parts. The first part provides a reference for effects of a number of core [i]d20 System[/i] spells on an airship. Some of these rulings provide specific rules for handling specific spells in an airship environment, while others are only commentaries on how a clever spellcaster might use such a spell. The remainder is a section on new magic items and spells. As you might expect, these spells are particularly effective in an airship environment. Some like [i]summon thermal[/i] assist operations of the ship, while others like [i]earthen conversion[/i] are particularly dangerous when used against an airship. Many of the spells fall into the trap of being mentioned as part of pre-existing clerical domains with no guideance on how to adjudicate such a situation. The last section of the book includes a number of pre-designed airships and blank forms. The pre-designed airships each have two facing pages. The left hand side shows deck plans and side or perspective views of the ship, while the right hand page has all of the ship statistics and components. [b]Conclusion[/b] Existing products with airships (like Goodman Games' [i]Ariel Adventures Guide[/i]) take a more setting oriented approach. [i]Airships[/i] on the other hand, is a more toolkit-style approach. This may make the book of less use to you if you don't know what to do with it, but it should make it much more useful if you know where you want to go with the concept of airships and/or do not want to tack on a bunch of new setting assumptions to your setting of choice. Overall, I was rather impressed by the thorough approach of Airships, and consider it (along with [i]Oathbound[/i] and [i]Spells & Magic[/i]) to be one of Bastion's more worthwhile products. [i]-Alan D. Kohler[/i] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Airships
Top