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Converting Spelljammer creatures
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<blockquote data-quote="Arnwyn" data-source="post: 6319575" data-attributes="member: 7701"><p>Well, theoretically <em>everything</em> in Spelljammer generates its own gravity and can thus hold an air envelope (if passing through or starting from an atmosphere) - even a halfling (or smaller)!</p><p></p><p>The wording in the original description, noting specifically "In atmosphere, ..." implies to me that it has to be in an actual atmosphere (not air envelope) to do so, and those are different things in Spelljammer. (Though I do see your point.)</p><p></p><p>With that said, I'm not picky, so I'm okay with how you want to lay it out. (Always flames, and if you want, some type of area. Though if it makes it <em>too</em> complicated, I'm okay with leaving the 'area' damage out. Having an area of flame makes it a bit more complicated when adjudicating a spelljamming ship fight, which doesn't need any more complications!)</p><p></p><p>I'm cool with the faster speed being included with the spinning - that's in line with the original description and how I see it. (Oh, and it's 150 <strong>foot</strong> hexes, not yards. I realize I was unclear in my post back when I first noted it. 500 yds in the original rules turned out to be... not great, so the newest/best rules yanked that down to 150 ft. hexes, which works much better, both in terms of ship placement and shorter distances.)</p><p></p><p>Otherwise... cool.</p></blockquote><p></p>
[QUOTE="Arnwyn, post: 6319575, member: 7701"] Well, theoretically [i]everything[/i] in Spelljammer generates its own gravity and can thus hold an air envelope (if passing through or starting from an atmosphere) - even a halfling (or smaller)! The wording in the original description, noting specifically "In atmosphere, ..." implies to me that it has to be in an actual atmosphere (not air envelope) to do so, and those are different things in Spelljammer. (Though I do see your point.) With that said, I'm not picky, so I'm okay with how you want to lay it out. (Always flames, and if you want, some type of area. Though if it makes it [i]too[/i] complicated, I'm okay with leaving the 'area' damage out. Having an area of flame makes it a bit more complicated when adjudicating a spelljamming ship fight, which doesn't need any more complications!) I'm cool with the faster speed being included with the spinning - that's in line with the original description and how I see it. (Oh, and it's 150 [b]foot[/b] hexes, not yards. I realize I was unclear in my post back when I first noted it. 500 yds in the original rules turned out to be... not great, so the newest/best rules yanked that down to 150 ft. hexes, which works much better, both in terms of ship placement and shorter distances.) Otherwise... cool. [/QUOTE]
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