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Is Spelljammer really that bad?
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<blockquote data-quote="Ondath" data-source="post: 8849878" data-attributes="member: 7031770"><p>My apologies, I wasn't very clear there - what I meant was that the ships have no difference <strong>in spelljamming speed</strong>. I believe 2E rules classified different spelljamming speeds according to the quality of the helm (as well as the max spell level the spellcaster using it had access to?), but in 5E they're all 100 million miles per day.</p><p></p><p>The ships have different speeds at combat, but there the ship stat blocks are not compatible with earlier shipfaring rules (Of Ships and Sea in GoS or the vehicles rules in Descent Into Avernus for one). They give their speed per turn and hour (and like you said, speeds there are very, very slow), the AC, HP and weapon options but that's all. None of the detailed rules about crew management or ship combat peculiarities in GoS are mentioned, nor are they replaced with something sensible.</p><p></p><p>I mean, I'm not entirely against the idea of setting warp speed at something absolutely high and saying that the ships automatically slow down when approaching something with its gravity plane. It does avoid some of the problems you get from expecting "humane" speeds in combat and requiring millions of miles to be crossed every day for meaningful progress in space. But even then I wish that different helm qualities could have different warp speeds (a minor goes at 50 million miles/day, major does 100 million etc.).</p></blockquote><p></p>
[QUOTE="Ondath, post: 8849878, member: 7031770"] My apologies, I wasn't very clear there - what I meant was that the ships have no difference [B]in spelljamming speed[/B]. I believe 2E rules classified different spelljamming speeds according to the quality of the helm (as well as the max spell level the spellcaster using it had access to?), but in 5E they're all 100 million miles per day. The ships have different speeds at combat, but there the ship stat blocks are not compatible with earlier shipfaring rules (Of Ships and Sea in GoS or the vehicles rules in Descent Into Avernus for one). They give their speed per turn and hour (and like you said, speeds there are very, very slow), the AC, HP and weapon options but that's all. None of the detailed rules about crew management or ship combat peculiarities in GoS are mentioned, nor are they replaced with something sensible. I mean, I'm not entirely against the idea of setting warp speed at something absolutely high and saying that the ships automatically slow down when approaching something with its gravity plane. It does avoid some of the problems you get from expecting "humane" speeds in combat and requiring millions of miles to be crossed every day for meaningful progress in space. But even then I wish that different helm qualities could have different warp speeds (a minor goes at 50 million miles/day, major does 100 million etc.). [/QUOTE]
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