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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Spelljammer really that bad?
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="Ondath" data-source="post: 8849666" data-attributes="member: 7031770"><p>My 2 cents:</p><p></p><p>I wasn't born when the original Spelljammer came out, but I read the 2E books a few years ago. My current campaign has a heavily-homebrewed version of the Spelljammer cosmology, where I combined it with Magic the Gathering-type planeswalkers.</p><p></p><p>I was very interested in the book before the came out. Then I read it. There are some useful rules stuff, but most of them give very vague ideas (how big air envelopes are etc.) that 1) already existed in the 2E books, sometimes with the same wording, 2) I could've come up with them using common sense. They completely axed any complex rules about space travel, and ships have a warp speed that is the same for all ships (so ship quality never affects travel times) and a regular speed - <strong>about which there are no rules.</strong></p><p></p><p>Seriously, the ship stat blocks are so barebones, and more importantly, <strong>the ships in Spelljammer are not compatible with previous ship rules.</strong> I expected them to use the seafaring rules in Ghosts of Saltmarsh as a base, but ideas in GoS are abandoned. No other ship combat rules are used. It was so bad that I needed to get my hands on homebrew ship combat rules to have any use of the ship combat side of a <strong>setting about spaceships</strong> (I got the Captains & Cannons supplement, in case anyone else would be interested in such rules).</p><p></p><p>Worldbuilding-wise, I didn't use anything from the book since the ideas in Xaryxis or the 5E Rock of Bral did not interest me, but that's on me. Nevertheless, there is clearly far less lore than earlier books and even similar 5E books. We have very few wildspace system descriptions, while the 2E book had rules on designing an entire solar system from scratch. As others said, there's no mention of how religion works between different wildspaces, even though that could be an interesting conceptual space.</p><p></p><p>As for the monsters, I think the list is SHOCKINGLY small. More importantly, WotC's decision to stop making content for high-level games really hurt the book's usefulness to me. My party was level 13-14 around the time they went to space, with a lot of powerful magic items and NPC sidekicks with them. As a result, I need a lot of high CR monsters to challenge them. Most of the monsters are in CR 3-9 range, so they weren't that useful to me, and the ones that I did use actually came from the D&D Beyond Web Supplement and not the book itself.</p><p></p><p>All in all, I ended up not using the book as much as I wanted. I needed to homebrew 90% of the Spelljammer content for my game, and the remaining 10% I probably could've gotten from delving deeper into the 2E books.</p></blockquote><p></p>
[QUOTE="Ondath, post: 8849666, member: 7031770"] My 2 cents: I wasn't born when the original Spelljammer came out, but I read the 2E books a few years ago. My current campaign has a heavily-homebrewed version of the Spelljammer cosmology, where I combined it with Magic the Gathering-type planeswalkers. I was very interested in the book before the came out. Then I read it. There are some useful rules stuff, but most of them give very vague ideas (how big air envelopes are etc.) that 1) already existed in the 2E books, sometimes with the same wording, 2) I could've come up with them using common sense. They completely axed any complex rules about space travel, and ships have a warp speed that is the same for all ships (so ship quality never affects travel times) and a regular speed - [B]about which there are no rules.[/B] Seriously, the ship stat blocks are so barebones, and more importantly, [B]the ships in Spelljammer are not compatible with previous ship rules.[/B] I expected them to use the seafaring rules in Ghosts of Saltmarsh as a base, but ideas in GoS are abandoned. No other ship combat rules are used. It was so bad that I needed to get my hands on homebrew ship combat rules to have any use of the ship combat side of a [B]setting about spaceships[/B] (I got the Captains & Cannons supplement, in case anyone else would be interested in such rules). Worldbuilding-wise, I didn't use anything from the book since the ideas in Xaryxis or the 5E Rock of Bral did not interest me, but that's on me. Nevertheless, there is clearly far less lore than earlier books and even similar 5E books. We have very few wildspace system descriptions, while the 2E book had rules on designing an entire solar system from scratch. As others said, there's no mention of how religion works between different wildspaces, even though that could be an interesting conceptual space. As for the monsters, I think the list is SHOCKINGLY small. More importantly, WotC's decision to stop making content for high-level games really hurt the book's usefulness to me. My party was level 13-14 around the time they went to space, with a lot of powerful magic items and NPC sidekicks with them. As a result, I need a lot of high CR monsters to challenge them. Most of the monsters are in CR 3-9 range, so they weren't that useful to me, and the ones that I did use actually came from the D&D Beyond Web Supplement and not the book itself. All in all, I ended up not using the book as much as I wanted. I needed to homebrew 90% of the Spelljammer content for my game, and the remaining 10% I probably could've gotten from delving deeper into the 2E books. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Spelljammer really that bad?
Top