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How would you re-envision Spelljammer with 4e?
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<blockquote data-quote="Najo" data-source="post: 3980693" data-attributes="member: 9959"><p>This is a must. Agree 100% The idea of the party running through the halls of a spelljammer they just boarded and firing their pistols and rifles, then going to melee weapons like raipers and daggers is too cool.</p></blockquote><p>On the other hand, I'd emphasize the fantastic designs of the ships; more Mosquitos, fish-headed Merchantmen, Squidships and Nautiluses, and less longboats, caravels and other boring stuff that only existed because Spelljammer had to include a way for characters from established, non-Spelljamming worlds to get into the setting.[/quote]</p><p></p><p>I agree with this too. Spelljammers should have personalities and be interesting to look at. </p><p></p><p></p><p></p><p>I think your heading the right direction here too. The ship should be a whole thing, not just helms. I would focus on taking the ship apart ruins many of those pieces. Helms have arcane "circutry" tha run through the ship. </p><p></p><p>With that said, I think that the adventuring party roles should be reexamined for spelljammer. Just as 4e parties are going to have combat and non-combat roles, characters should have spelljammer crew combat and non-combat roles. Those spelljammer roles should be well developed, streamlined and not tied to the classes. Each role should be fun, so when you plug into that role and are doing spelljammer combat or noncombat scenes all of the players are having fun and have choices to make. </p><p></p><p>An example of this could be as follows: various roles include helm navigation (moving the ship, evasive actions), captain (acts as leader/ support like a warlord with the jammer lending bonuses to the other roles and moving his support around), gunners (the strikers of the jammer), engineer (support and controller elements, plus heals the ship by doing repairs and managing damage control systems/ shields/ gravity etc). </p><p></p><p>Each of these roles can be reflected by skills and feats instead of class abilities. Perhaps some classes can attach into a role (like wizards being to cast spells through some kind of arcane enhancing cannon), but as a whole, any class can fit into any of these spelljammer roles. Then when ship to ship (or ships) combat occurs, everyone has something they are doing to have fun, work together and be involved in team efforts to make the ship get through the encounter in one piece. </p><p></p><p></p><p></p><p></p><p>Again 100% agree with you. Giant space hamsters are funny and silly. Painfully so. They ruin the setting, even though in an entertaining way.</p><p></p><p>On a side note, D&D can completely re-own (taking them back from WOW) the tinker gnomes (in a serious manner, instead of them being silly) in Spelljammer. That is 100% where the cool tinker gnome belongs. They can have a knack with weapons and contraptions used on the spelljammers and by their crew. Multishot Blackpowder guns (so reloads do not take from the action), grappling cannons to hook other ships, cutters for sawing through the sides of other ships, plus unusual inventions for exploring through the phlogiston and wild space.</p><p>[/QUOTE]</p>
[QUOTE="Najo, post: 3980693, member: 9959"] This is a must. Agree 100% The idea of the party running through the halls of a spelljammer they just boarded and firing their pistols and rifles, then going to melee weapons like raipers and daggers is too cool. [/quote] On the other hand, I'd emphasize the fantastic designs of the ships; more Mosquitos, fish-headed Merchantmen, Squidships and Nautiluses, and less longboats, caravels and other boring stuff that only existed because Spelljammer had to include a way for characters from established, non-Spelljamming worlds to get into the setting.[/quote] I agree with this too. Spelljammers should have personalities and be interesting to look at. I think your heading the right direction here too. The ship should be a whole thing, not just helms. I would focus on taking the ship apart ruins many of those pieces. Helms have arcane "circutry" tha run through the ship. With that said, I think that the adventuring party roles should be reexamined for spelljammer. Just as 4e parties are going to have combat and non-combat roles, characters should have spelljammer crew combat and non-combat roles. Those spelljammer roles should be well developed, streamlined and not tied to the classes. Each role should be fun, so when you plug into that role and are doing spelljammer combat or noncombat scenes all of the players are having fun and have choices to make. An example of this could be as follows: various roles include helm navigation (moving the ship, evasive actions), captain (acts as leader/ support like a warlord with the jammer lending bonuses to the other roles and moving his support around), gunners (the strikers of the jammer), engineer (support and controller elements, plus heals the ship by doing repairs and managing damage control systems/ shields/ gravity etc). Each of these roles can be reflected by skills and feats instead of class abilities. Perhaps some classes can attach into a role (like wizards being to cast spells through some kind of arcane enhancing cannon), but as a whole, any class can fit into any of these spelljammer roles. Then when ship to ship (or ships) combat occurs, everyone has something they are doing to have fun, work together and be involved in team efforts to make the ship get through the encounter in one piece. Again 100% agree with you. Giant space hamsters are funny and silly. Painfully so. They ruin the setting, even though in an entertaining way. On a side note, D&D can completely re-own (taking them back from WOW) the tinker gnomes (in a serious manner, instead of them being silly) in Spelljammer. That is 100% where the cool tinker gnome belongs. They can have a knack with weapons and contraptions used on the spelljammers and by their crew. Multishot Blackpowder guns (so reloads do not take from the action), grappling cannons to hook other ships, cutters for sawing through the sides of other ships, plus unusual inventions for exploring through the phlogiston and wild space. [/QUOTE]
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