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General Tabletop Discussion
*Dungeons & Dragons
Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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<blockquote data-quote="Benjamin Pass" data-source="post: 6624817" data-attributes="member: 6794231"><p>I like the ideas of low doses of radiation and doing fire damage, but why restoration to restore it? Ordinary cure spells should work. Now, when you're being bombarded with elementary particles as well as high energy photons, specifically those in the X-Ray and Gamma ray end of the spectrum, I would go with the Immortals Handbook on that one where it does ability score damage to all three physical ability scores and then restoration would be required. The actual ability score damage could vary based on proximity to the source of intense radiation, anywhere from a single point, to multiple dice. Also, I'm not sure if you're familiar, but shouldn't extended vacuum exposure also do dessication damage? See Sandstorm if you're not familiar, but basically it's dehydration damage.</p><p></p><p>Onto your next point about teleportation. In order to be able to teleport anywhere via the spell or any effect that replicates the spell you have to have been there yourself or at least have a vivid description of the place in question. In a universe that is tens of billions of light-years across with hundreds of billions of galaxies, simply looking up at the motes of light in the night sky is not sufficient to say you could teleport there. You would have to use powerful divination magic to scope out a given teleportation destination before you could go there, else the spell will not function. Furthermore, unless you can be in two places at once, you'd essentially have to scope out a given stellar neighborhood one at a time. This works perfectly for my campaign that I'm working on because each time the PCs go to scope out a previously and presumably unexplored stellar neighborhood, I as the DM get to describe what they encounter, either by determining the encounter beforehand or rolling it up randomly. In most cases, given their level, if I want any combat to be involved it would be wise of me to roll up some stat-blocks beforehand, but as far as just role-playing is concerned, there is usually little need for stat-blocks.</p><p></p><p>The ship itself is in the physical plane impressive, to be sure, but many of its' decks contain dozens of extra-dimensional spaces and the real purpose of the ship isn't really for the immortals whom will be serving as the PCs for this adventure, but rather to serve as a vessel for their mortal retinue, some of whom may be rolled up as PCs in lower level (and by extension easier to manage as a DM) sub-adventures which take place simultaneously. Adventures within adventures! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> The ship itself was made to be very accommodating to mortals and the magical and psionic support provided by it is limitless. Almost anything a mortal could want can be taken care of easily enough, anything except that is, for satisfying their sense of adventure which is the whole point of voyaging among the stars in the first place.</p></blockquote><p></p>
[QUOTE="Benjamin Pass, post: 6624817, member: 6794231"] I like the ideas of low doses of radiation and doing fire damage, but why restoration to restore it? Ordinary cure spells should work. Now, when you're being bombarded with elementary particles as well as high energy photons, specifically those in the X-Ray and Gamma ray end of the spectrum, I would go with the Immortals Handbook on that one where it does ability score damage to all three physical ability scores and then restoration would be required. The actual ability score damage could vary based on proximity to the source of intense radiation, anywhere from a single point, to multiple dice. Also, I'm not sure if you're familiar, but shouldn't extended vacuum exposure also do dessication damage? See Sandstorm if you're not familiar, but basically it's dehydration damage. Onto your next point about teleportation. In order to be able to teleport anywhere via the spell or any effect that replicates the spell you have to have been there yourself or at least have a vivid description of the place in question. In a universe that is tens of billions of light-years across with hundreds of billions of galaxies, simply looking up at the motes of light in the night sky is not sufficient to say you could teleport there. You would have to use powerful divination magic to scope out a given teleportation destination before you could go there, else the spell will not function. Furthermore, unless you can be in two places at once, you'd essentially have to scope out a given stellar neighborhood one at a time. This works perfectly for my campaign that I'm working on because each time the PCs go to scope out a previously and presumably unexplored stellar neighborhood, I as the DM get to describe what they encounter, either by determining the encounter beforehand or rolling it up randomly. In most cases, given their level, if I want any combat to be involved it would be wise of me to roll up some stat-blocks beforehand, but as far as just role-playing is concerned, there is usually little need for stat-blocks. The ship itself is in the physical plane impressive, to be sure, but many of its' decks contain dozens of extra-dimensional spaces and the real purpose of the ship isn't really for the immortals whom will be serving as the PCs for this adventure, but rather to serve as a vessel for their mortal retinue, some of whom may be rolled up as PCs in lower level (and by extension easier to manage as a DM) sub-adventures which take place simultaneously. Adventures within adventures! :D The ship itself was made to be very accommodating to mortals and the magical and psionic support provided by it is limitless. Almost anything a mortal could want can be taken care of easily enough, anything except that is, for satisfying their sense of adventure which is the whole point of voyaging among the stars in the first place. [/QUOTE]
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Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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