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Difference Between two Older settings and how to convert to 5e?
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<blockquote data-quote="Nellisir" data-source="post: 6506771" data-attributes="member: 70"><p>Spelljamming is travel through space, while planescape is travel in/on the planes.</p><p></p><p>In the 2e D&D cosmology, each prime material world or system was encased in a crystal sphere. There were an infinite number of spheres in the Prime Material Plane. Between the spheres was a substance called phlogiston (<em>gesundheit</em>). Spelljammers were throne-like devices that attached to ships and allowed them to sail between planets and between spheres. So spelljamming took place on one plane (the Prime Material) but many spheres.</p><p></p><p>Planescape took place in the Outer Planes. The "base" was the city of Sigil, in the center of the Outlands, which was the plane of Neutrality. From there you could access any of the other Outer Planes. In theory you could cross into the Astral and down into the Prime Material world of your choice, get on a spelljammer, sail to another sphere, go back up into the Astral, and go home to Sigil.</p><p></p><p>There was also an article in Dragon magazine, titled Voidjammers, that merged the two concepts.</p><p></p><p>Planescape had a rich amount of detail, but got a bit overwhelming with the flavor (IMO). Spelljammer had a lot of stuff, but not a lot of depth, and a lot of potential details/depth were glossed over (Xin is a fire world. There are salamanders and red dragons living here in two rival empires. They are hostile.) Personally, I'm not a huge fan of Jim Holloway (or, I am, I think he's a fabulous artist, but...) and his use as the signature artist on the SJ line was a major downside for me.</p><p></p><p>In either case, it'd be trivial to convert either one to 5e. You can use Planescape pretty much right out of the box, and you might have to do a little conversion with SJ but not much. Just be sure you've got a good method of handling how ships move in space. You might be able to use the rules as written.</p><p></p><p>Edit: The main reason to have ship movement rules is for PIRATES! And ship-to-ship combat. And so your NPCs can scream "She canna take much more, Captain!"</p></blockquote><p></p>
[QUOTE="Nellisir, post: 6506771, member: 70"] Spelljamming is travel through space, while planescape is travel in/on the planes. In the 2e D&D cosmology, each prime material world or system was encased in a crystal sphere. There were an infinite number of spheres in the Prime Material Plane. Between the spheres was a substance called phlogiston ([I]gesundheit[/I]). Spelljammers were throne-like devices that attached to ships and allowed them to sail between planets and between spheres. So spelljamming took place on one plane (the Prime Material) but many spheres. Planescape took place in the Outer Planes. The "base" was the city of Sigil, in the center of the Outlands, which was the plane of Neutrality. From there you could access any of the other Outer Planes. In theory you could cross into the Astral and down into the Prime Material world of your choice, get on a spelljammer, sail to another sphere, go back up into the Astral, and go home to Sigil. There was also an article in Dragon magazine, titled Voidjammers, that merged the two concepts. Planescape had a rich amount of detail, but got a bit overwhelming with the flavor (IMO). Spelljammer had a lot of stuff, but not a lot of depth, and a lot of potential details/depth were glossed over (Xin is a fire world. There are salamanders and red dragons living here in two rival empires. They are hostile.) Personally, I'm not a huge fan of Jim Holloway (or, I am, I think he's a fabulous artist, but...) and his use as the signature artist on the SJ line was a major downside for me. In either case, it'd be trivial to convert either one to 5e. You can use Planescape pretty much right out of the box, and you might have to do a little conversion with SJ but not much. Just be sure you've got a good method of handling how ships move in space. You might be able to use the rules as written. Edit: The main reason to have ship movement rules is for PIRATES! And ship-to-ship combat. And so your NPCs can scream "She canna take much more, Captain!" [/QUOTE]
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