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Is Spelljammer really that bad?
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<blockquote data-quote="Chaosmancer" data-source="post: 8850975" data-attributes="member: 6801228"><p>Correct. Yet it has information that can be useful for settings. Are we supposed to reprint that information in every possible setting book to be able to count that information towards a setting? </p><p></p><p></p><p></p><p>But the things still exist. Whether or not you have a chart that allows you to roll randomly for "Ice planet ruled by Orcs but containing Giant Monsters" doesn't change the fact that an ice planet ruled by orcs but containing giant monsters absolutely exists in Spelljammer. </p><p></p><p>A massive asteroid hive of Thri-Kreen exists in Spelljammer. This fact doesn't change just because there isn't a random chart with this as an option. </p><p></p><p>I think that the bare-bones nature of the material was a conscious choice. Because whether or not something exists in an infinite space full of various planets is entirely up to the DM. </p><p></p><p></p><p></p><p>For a setting like Eberron, I'd have different expectations. It depends on what the goals and themes of the setting are. Spelljammer isn't about geo-politics, so a lack of geo-politics doesn't bother me. </p><p></p><p></p><p></p><p>Check the DMG for how to create hazards? Check Tasha's for how to create things like Supernatural Regions or Magical Phenomena. </p><p></p><p>Would like an Death Storm? Here you go </p><p></p><p>[SPOILER="From Tasha's"]</p><p><em><strong>Necrotic Tempest</strong></em>. Storms infused with the essence of death roil with dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of each minute or take 3d6 necrotic damage.</p><p></p><p>A creature that dies in a necrotic tempest rises as a <a href="https://www.dndbeyond.com/monsters/17015-skeleton" target="_blank">skeleton</a> or <a href="https://www.dndbeyond.com/monsters/17077-zombie" target="_blank">zombie</a> (your choice) 1d10 minutes later.</p><p></p><p>A necrotic tempest lasts for 1d4 hours and leaves crops withered and wells undrinkable for 1d4 days after its passing.</p><p>[/SPOILER]</p><p></p><p>Sure, the DMG isn't a setting. Tasha's isn't a setting. But magical storms aren't specific to Spelljammer, so again, would you want to reprint this in every single setting because it might be useful? A meteor shower on a spelljammer isn't any different than a trap or hazard on a forest path, We don't have special rules for how a swinging log trap affects a wagon, but if you needed that to happen the DMG has given you a starting point. </p><p></p><p>Again, I'm not saying that these things wouldn't have been nice. They would have been very nice. But is the setting really non-functional because we didn't get stats for a meteor shower and how it affects a spelljammer? </p><p></p><p></p><p></p><p>In this instance? Yeah, I can see the value in a minimalist approach. I'd expect more from a different setting. But, what I am challenging here is that the setting lore, the stuff that makes a setting different from a different setting, doesn't seem to be the thing people are complaining about. They are complaining about the mechanics and a lack of random generation tables. Which are nice, but not the setting.</p><p></p><p>Finding a random planet generator is far easier than fixing a broken setting. </p><p></p><p></p><p></p><p>So what actual setting materials are we missing? There is setting in the SJ5e, I've gone over it a few times. But no one seems to be stepping up and saying "we don't know nearly enough about X, and that is vital to the setting functioning." It is all "we don't have write-ups for random planets" and "the ship mechanics are bad", which to me aren't setting problems.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8850975, member: 6801228"] Correct. Yet it has information that can be useful for settings. Are we supposed to reprint that information in every possible setting book to be able to count that information towards a setting? But the things still exist. Whether or not you have a chart that allows you to roll randomly for "Ice planet ruled by Orcs but containing Giant Monsters" doesn't change the fact that an ice planet ruled by orcs but containing giant monsters absolutely exists in Spelljammer. A massive asteroid hive of Thri-Kreen exists in Spelljammer. This fact doesn't change just because there isn't a random chart with this as an option. I think that the bare-bones nature of the material was a conscious choice. Because whether or not something exists in an infinite space full of various planets is entirely up to the DM. For a setting like Eberron, I'd have different expectations. It depends on what the goals and themes of the setting are. Spelljammer isn't about geo-politics, so a lack of geo-politics doesn't bother me. Check the DMG for how to create hazards? Check Tasha's for how to create things like Supernatural Regions or Magical Phenomena. Would like an Death Storm? Here you go [SPOILER="From Tasha's"] [I][B]Necrotic Tempest[/B][/I]. Storms infused with the essence of death roil with dark clouds that manifest leering skulls and bone-white lightning. Any creature exposed to the storm that isn’t a construct or an undead must succeed on a DC 13 Constitution saving throw at the end of each minute or take 3d6 necrotic damage. A creature that dies in a necrotic tempest rises as a [URL='https://www.dndbeyond.com/monsters/17015-skeleton']skeleton[/URL] or [URL='https://www.dndbeyond.com/monsters/17077-zombie']zombie[/URL] (your choice) 1d10 minutes later. A necrotic tempest lasts for 1d4 hours and leaves crops withered and wells undrinkable for 1d4 days after its passing. [/SPOILER] Sure, the DMG isn't a setting. Tasha's isn't a setting. But magical storms aren't specific to Spelljammer, so again, would you want to reprint this in every single setting because it might be useful? A meteor shower on a spelljammer isn't any different than a trap or hazard on a forest path, We don't have special rules for how a swinging log trap affects a wagon, but if you needed that to happen the DMG has given you a starting point. Again, I'm not saying that these things wouldn't have been nice. They would have been very nice. But is the setting really non-functional because we didn't get stats for a meteor shower and how it affects a spelljammer? In this instance? Yeah, I can see the value in a minimalist approach. I'd expect more from a different setting. But, what I am challenging here is that the setting lore, the stuff that makes a setting different from a different setting, doesn't seem to be the thing people are complaining about. They are complaining about the mechanics and a lack of random generation tables. Which are nice, but not the setting. Finding a random planet generator is far easier than fixing a broken setting. So what actual setting materials are we missing? There is setting in the SJ5e, I've gone over it a few times. But no one seems to be stepping up and saying "we don't know nearly enough about X, and that is vital to the setting functioning." It is all "we don't have write-ups for random planets" and "the ship mechanics are bad", which to me aren't setting problems. [/QUOTE]
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