Not quite spelljammer

Actually so you can have something besides casters use it, leave the 'helm' but make it part of the wheel.
Make it a skill check DC system to fit the 3.5 style.

Knowledge: Spelljamming or Profession: Helmsman

DC 10 - Can pilot the average 'stream current' (aka won't get lost if someone pilots the course)
DC 15 - Handles cross currents navigating (aka crossroads where your currents converge)
DC 20 - Can escape gravity wells of low grav worlds
DC 23 - Can land on low grav worlds
DC 25 - Can escape gravity wells of mid grav worlds (Earth)
DC 28 - Can land on mid grav worlds
DC 30 - Can escape gravity wells of high grav worlds
DC 33 - Can land on high grav worlds

You can make your own list off that.
Every ship would need an experienced helmsman to safely land and take off of worlds, but the junior guys can handle the basic between planet stuff.
Use like Seafarer's Handbook and all for setting the basic handling DC's like any normal ship for that.
 

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