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.
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Describing a setting in 12 bullet points - Spelljammer
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="Silverblade The Ench" data-source="post: 4854433" data-attributes="member: 19083"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4854219" target="_blank"> Describing a setting in 12 bullet points </a></p><p></p><p></p><p></p><p>forking to not clutter up a good thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hussar,</p><p>lol, they were good and bad.</p><p></p><p>The Helmsman was major part of it, their level of spell casting, and THAC0 (Base attack bonus for younger whipper snappers <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) affected how fast the ship could move, and how good they were at ramming.</p><p>That and damage TO the ships were ok (10hp damage = 1 hull point, fair enough). So movement and ships themselves were ok to work with.</p><p></p><p>You could criticals on ships, and a tbale for varied effects, including "Jammershock", the helsman is stunned. Basically the Helsman IS the ship whe he's using the helm, the ship becomes an extension of himself.</p><p></p><p>Problem did come with mass crew fights <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>2nd ed was easier to deal with multiple combatants than 3rd, OMG, 3.5 would <em>suck </em>for shipboard fights.</p><p>Also, if you used the rules from Battlesystem for the 2nd ed rules it was simpler. (basically each hit dice or level became "1 hit point", a precursor to the minion idea, any melee hit removed 1 hp and dice of damage removed 1 hp per die of damage)</p><p></p><p>I think now with 4th ed it could be a hell of a lot easier!</p><p>4th ed rules for minions, and ships as "creatures" vastly simplifies it.</p><p></p><p>For simplicity sake, what I'd say is that a SPellajmmer ship should be treated like a creature (see the rules for a "Spelljammer" in Manual of the Planes which i what 4th ed ha sdone, vehicles = creatures), </p><p>with multiple attacks who's attack/damage is just based off what the weapon/crew are, but ignore the weapon crew per se, because as long as enough crew are alive to fire it, who cares!</p><p></p><p>Sort of liek this:</p><p></p><p>SPELLJAMMER</p><p>Gargantuan Vehivle</p><p>HP 500 Space blah blah</p><p>Resists: All 5</p><p>AC: low (easy to hit as they are big) Fortiude Reflex (no WIll)</p><p>Speed 12, Fly overland flight 15</p><p>Helmsnan must be at helm and conscious or ship slows and levitates to the gorund over 4 rounds.</p><p></p><p>Crew *only* trained crew can affect the ships handling, if they die, nothing happens ot the ship. 10 trained crew can EITHER improve speed by 1, or manouverability (varies on size, dunno what sizes they will have)</p><p></p><p>Leaders/sargeants etc would be full NPCs, rest as minions, those with a ship weapon skill would grant a +1 attack bonus in 4 square radius as an aura, as simple rule.</p><p></p><p>There has been official rules for ballistas and damage but I can't recall where, think it was 4d10 damage for a light ballista?</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Ballista standard at will; x4 though, 4d10 </p><p></p><p>What I don't agree with form the Manual of the Planes Spelljammer, isthat if the ship lsot crew, it goes out of control. That makes no sense, it's the Helm and Helsman who powers the ship! Crew just help with manouverability (sails etc). Frankly I think crew should be ignored as much as possible for ship handling, Spelljammers are *not* "sailing ships" per se, they are flying ships.</p><p>leave the crew for fighting, or improving, when suitable, ship performance, not degrading it by their loss.</p><p></p><p>Hm, something like:</p><p></p><p></p><p></p><p>you could have stock NPCs with proffessions, and feats, for Spelljammer ship improvement....oh the ideas!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4854433, member: 19083"] Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4854219] Describing a setting in 12 bullet points [/url] forking to not clutter up a good thread :) Hussar, lol, they were good and bad. The Helmsman was major part of it, their level of spell casting, and THAC0 (Base attack bonus for younger whipper snappers :p) affected how fast the ship could move, and how good they were at ramming. That and damage TO the ships were ok (10hp damage = 1 hull point, fair enough). So movement and ships themselves were ok to work with. You could criticals on ships, and a tbale for varied effects, including "Jammershock", the helsman is stunned. Basically the Helsman IS the ship whe he's using the helm, the ship becomes an extension of himself. Problem did come with mass crew fights :p 2nd ed was easier to deal with multiple combatants than 3rd, OMG, 3.5 would [I]suck [/I]for shipboard fights. Also, if you used the rules from Battlesystem for the 2nd ed rules it was simpler. (basically each hit dice or level became "1 hit point", a precursor to the minion idea, any melee hit removed 1 hp and dice of damage removed 1 hp per die of damage) I think now with 4th ed it could be a hell of a lot easier! 4th ed rules for minions, and ships as "creatures" vastly simplifies it. For simplicity sake, what I'd say is that a SPellajmmer ship should be treated like a creature (see the rules for a "Spelljammer" in Manual of the Planes which i what 4th ed ha sdone, vehicles = creatures), with multiple attacks who's attack/damage is just based off what the weapon/crew are, but ignore the weapon crew per se, because as long as enough crew are alive to fire it, who cares! Sort of liek this: SPELLJAMMER Gargantuan Vehivle HP 500 Space blah blah Resists: All 5 AC: low (easy to hit as they are big) Fortiude Reflex (no WIll) Speed 12, Fly overland flight 15 Helmsnan must be at helm and conscious or ship slows and levitates to the gorund over 4 rounds. Crew *only* trained crew can affect the ships handling, if they die, nothing happens ot the ship. 10 trained crew can EITHER improve speed by 1, or manouverability (varies on size, dunno what sizes they will have) Leaders/sargeants etc would be full NPCs, rest as minions, those with a ship weapon skill would grant a +1 attack bonus in 4 square radius as an aura, as simple rule. There has been official rules for ballistas and damage but I can't recall where, think it was 4d10 damage for a light ballista? :ranged: Ballista standard at will; x4 though, 4d10 What I don't agree with form the Manual of the Planes Spelljammer, isthat if the ship lsot crew, it goes out of control. That makes no sense, it's the Helm and Helsman who powers the ship! Crew just help with manouverability (sails etc). Frankly I think crew should be ignored as much as possible for ship handling, Spelljammers are *not* "sailing ships" per se, they are flying ships. leave the crew for fighting, or improving, when suitable, ship performance, not degrading it by their loss. Hm, something like: you could have stock NPCs with proffessions, and feats, for Spelljammer ship improvement....oh the ideas!! :p [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Forked Thread: Describing a setting in 12 bullet points - Spelljammer
Top