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<blockquote data-quote="kenmarable" data-source="post: 9073426" data-attributes="member: 40359"><p>If I recall, basically, under the originally published 5e rules, ships drop out of their fast speed (100 million miles per 24 hours) to their slow speed (4 mph or so) when coming <em>within the air envelope</em> of another large object. With air envelopes as wide again as the object, a 5,000-mile diameter planet has 5,000 miles of air above the surface. Now, just left like that, it means a spelljamming ship hits that planet's air envelope 5,000 miles from the surface and drops down from millions of mph to 5 mph, and then takes 1250 hours, or over 52 days to get to the surface! Which is obviously absurd and an oversight in the rules.</p><p></p><p>2e had rules for amount of time arriving or leaving a planet based on planet size, but in the original 5e rules they just removed that without replacing it. After the errata, now spelljammers stay in fast speed until within 1 mile of an object rather than when hitting the air envelop. So, technically, spelljamming ships landing on the planet mentioned above will go through 4,999 miles of air at millions of mph but don't burn up because physics as we know it already doesn't exist in Spelljammer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But that works better for the game than taking almost two months to land (although, technically, according to Xanathar's if you cut the engines and just fell from space, it would only take 3 1/2 days to fall to the surface if my quick math is correct rather than 52 days to fly down). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f923.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":ROFLMAO:" title="ROFL :ROFLMAO:" data-smilie="18"data-shortname=":ROFLMAO:" /></p></blockquote><p></p>
[QUOTE="kenmarable, post: 9073426, member: 40359"] If I recall, basically, under the originally published 5e rules, ships drop out of their fast speed (100 million miles per 24 hours) to their slow speed (4 mph or so) when coming [I]within the air envelope[/I] of another large object. With air envelopes as wide again as the object, a 5,000-mile diameter planet has 5,000 miles of air above the surface. Now, just left like that, it means a spelljamming ship hits that planet's air envelope 5,000 miles from the surface and drops down from millions of mph to 5 mph, and then takes 1250 hours, or over 52 days to get to the surface! Which is obviously absurd and an oversight in the rules. 2e had rules for amount of time arriving or leaving a planet based on planet size, but in the original 5e rules they just removed that without replacing it. After the errata, now spelljammers stay in fast speed until within 1 mile of an object rather than when hitting the air envelop. So, technically, spelljamming ships landing on the planet mentioned above will go through 4,999 miles of air at millions of mph but don't burn up because physics as we know it already doesn't exist in Spelljammer. ;) But that works better for the game than taking almost two months to land (although, technically, according to Xanathar's if you cut the engines and just fell from space, it would only take 3 1/2 days to fall to the surface if my quick math is correct rather than 52 days to fly down). :ROFLMAO: [/QUOTE]
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