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From the 4e MM preview: Astraljamming?!
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<blockquote data-quote="Big Mac" data-source="post: 4174438" data-attributes="member: 61182"><p>It was already possible to combine Spelljamming and Planewalking in 2nd edition rules. I'd like to see WotC do something with this, but the two should remain separate. Planejamming ships should be much rarer than either spacefarers or planewalkers.</p><p></p><p>On top of that, I prefer the one material plane model of the universe that Spelljammer and Planewalker work with best.</p><p></p><p>I want to see normal races Spelljamming in crystal spheres and monsters like Pirates of Gyth, hopping out of the Astral Sea to sneak up on them.</p><p></p><p></p><p></p><p>I'm loving these pictures. Now, I realised why you have made a varied collection of these for each type of ship. I'm looking forward to seeing the full set.</p><p></p><p></p><p></p><p>I don't know, but the 3e DLCS gave us an Ethereal Sea that surrounded the Ethereal Plane and extends out forever. So it looks to me like this Astral Sea is a second-hand idea.</p><p></p><p>(The Ethereal Sea is connected to the inside of the DL cosmology by The River of Souls, which breaches The DL Outer Planes at a point called The Gate of Souls. So I've always looked at the 3eDL cosmology as a sort of 'ultrasonic' version of a crystal sphere.)</p><p></p><p>I would prefer to see an Astral Sea be something that was above and beyond space. I'd like to see it be something different to the Astral Plane, so that people couldn't sail directly to Waterdeep or Palanthas. One thing that SF stories do fairly well is come up with a reason why starships can't hop into hyperspace until they have taken off and gotten away from a planet. I'd like the Astral Sea to start out in wildspace. (I'd even be happy if it was an alternative to the Phologiston, that involved different risks to the explosive nature of the Flow.)</p><p></p><p>I could <strong>even</strong> buy a sea for every plane, with the sea being what exists away from planets on the material plane. If there was a Sea of Fire, then a fire elemental could swim up river from Waterdeep to the sea and then zip along to Oerth and drop in on the City of Greyhawk. A mechanic like this would give each elemental or outsider creature its own unique alternative to Spelljamming.</p><p></p><p></p><p></p><p>Most SJ stuff treated the universe as if it was two dimensional. The crystal spheres bob up and down on a single plane (making the phlogiston similar to a sea). Most planetary systems are also on a single plane. In SJ it is possible to travel towards the zenith or the nadir of the multiverse, but I don't think most people want to leave the middle of the multiverse).</p><p></p><p></p><p></p><p>Wow. I like this idea too. And it could just as easily work with 2nd edition Spelljammer rules. You could have infinate layers of crystal spheres, with PCs unaware that they flew below Eberronspace everytime they went from Krynnspace to Realmspace. A hard to find vertical phlogiston river would be a great way to explain the discovery of places where new campaign settings were located.</p><p></p><p></p><p></p><p>This is rather like the real-life theories of time-space being bent by large masses. Here is a nice picture of a black hole:</p><p></p><p><img src="http://sprott.physics.wisc.edu/pickover/embed.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>From a D&D point of view, I'd say that was the Astral Sea passing over a gateway to Ravenloft! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>You could actually make Astral Sea travel safe in between worlds, but have ships risk crashing when they approach large planets and planes.</p><p></p><p></p><p></p><p>I like the Pirates of Gith/Githyanki, but why do WotC have to make them dress like Jodi Marsh?:</p><p></p><p><img src="http://www.wizards.com/dnd/images/WorldsMonsters_Gallery/113198.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>She seems far more concerned about being kicked in the shins than stabbed in the chest!</p></blockquote><p></p>
[QUOTE="Big Mac, post: 4174438, member: 61182"] It was already possible to combine Spelljamming and Planewalking in 2nd edition rules. I'd like to see WotC do something with this, but the two should remain separate. Planejamming ships should be much rarer than either spacefarers or planewalkers. On top of that, I prefer the one material plane model of the universe that Spelljammer and Planewalker work with best. I want to see normal races Spelljamming in crystal spheres and monsters like Pirates of Gyth, hopping out of the Astral Sea to sneak up on them. I'm loving these pictures. Now, I realised why you have made a varied collection of these for each type of ship. I'm looking forward to seeing the full set. I don't know, but the 3e DLCS gave us an Ethereal Sea that surrounded the Ethereal Plane and extends out forever. So it looks to me like this Astral Sea is a second-hand idea. (The Ethereal Sea is connected to the inside of the DL cosmology by The River of Souls, which breaches The DL Outer Planes at a point called The Gate of Souls. So I've always looked at the 3eDL cosmology as a sort of 'ultrasonic' version of a crystal sphere.) I would prefer to see an Astral Sea be something that was above and beyond space. I'd like to see it be something different to the Astral Plane, so that people couldn't sail directly to Waterdeep or Palanthas. One thing that SF stories do fairly well is come up with a reason why starships can't hop into hyperspace until they have taken off and gotten away from a planet. I'd like the Astral Sea to start out in wildspace. (I'd even be happy if it was an alternative to the Phologiston, that involved different risks to the explosive nature of the Flow.) I could [B]even[/B] buy a sea for every plane, with the sea being what exists away from planets on the material plane. If there was a Sea of Fire, then a fire elemental could swim up river from Waterdeep to the sea and then zip along to Oerth and drop in on the City of Greyhawk. A mechanic like this would give each elemental or outsider creature its own unique alternative to Spelljamming. Most SJ stuff treated the universe as if it was two dimensional. The crystal spheres bob up and down on a single plane (making the phlogiston similar to a sea). Most planetary systems are also on a single plane. In SJ it is possible to travel towards the zenith or the nadir of the multiverse, but I don't think most people want to leave the middle of the multiverse). Wow. I like this idea too. And it could just as easily work with 2nd edition Spelljammer rules. You could have infinate layers of crystal spheres, with PCs unaware that they flew below Eberronspace everytime they went from Krynnspace to Realmspace. A hard to find vertical phlogiston river would be a great way to explain the discovery of places where new campaign settings were located. This is rather like the real-life theories of time-space being bent by large masses. Here is a nice picture of a black hole: [IMG]http://sprott.physics.wisc.edu/pickover/embed.jpg[/IMG] From a D&D point of view, I'd say that was the Astral Sea passing over a gateway to Ravenloft! ;) You could actually make Astral Sea travel safe in between worlds, but have ships risk crashing when they approach large planets and planes. I like the Pirates of Gith/Githyanki, but why do WotC have to make them dress like Jodi Marsh?: [IMG]http://www.wizards.com/dnd/images/WorldsMonsters_Gallery/113198.jpg[/IMG] She seems far more concerned about being kicked in the shins than stabbed in the chest! [/QUOTE]
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