Spelljammer: 4th ed, do helms drain Daily, encounter, at will spells?

The ships grand powers thing -is- cool. In fact, it opens up a lot of fantastic story powers and is a way for pcs to become really special and adds lots of fantastic story points.

  • Maybe each pilot gives off a tell-tail visual image. Experts (and other pilots) can recognize them. So you'd get an insight and/or history check to see if you can ID the pattern of the person you're up against and figure out what they're good at.
  • Helmsmen could have different "bennies" they get. So on person is speed, another is agility/maunverability, a third makes the ship a bit tougher. Unusual spellcaster types (clerics of nature gods, or druids when they come out/provided their casters) could have even weirder effects (druids could give the ship some sort of regeneration, but it'd be vines and stuff holding the ship together).

The only problem really is that balance would go out the window.

I still wouldn't drain people of their dailies and encounters. I think it'd inhibit gaming if, after a close fight, the group is rushing to investigate a strange asteroid and everyone had their powers except the wizard....
(wizards just can't mix it up, without encounters or dailies to offer they're almost a liability)
 

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Jondor_Battlehammer said:
For a true Spelljammer helm, at wills allow you to power the craft at its most basic levels, while encounter and daily powers allow you to use the Ship's encounter and daily powers. Imagine a Squidship with boarding tentacles or a Dragon ship that could breath fire.
That's a fantastic idea! Though perhaps the advanced function of exchanging encounter/daily powers for ship powers should be a feat.

How about this: A Helmsman feat that gives characters an alternative "suite" of encounter powers focused around piloting a ship, which he can use in place of his own encounter powers while in a ship's helm. He could also have a similar suite of daily ship powers, and can expend his personal daily powers in exchange for the piloting powers. This would make ship to ship combat more dynamic and interesting, and also make helming a ship more fun.
 

To me, the question is taking a look at what a helm is and deciding how that plugs into the 4E rules and the artifacts of those rules.

The basic types of helms were (If I remember right):
1. Major/Minor Helms - Pull magic energy from Arcane/Divine casters.
2. Series Helms - Pull energy from monster's spell-like abilities. Artifact of Monsters not having caster levels in 2E.
3. Life Helms - Pull life energy from non-casters.
4. Death Helms - #3 with a charm effect (if I remember correctly)
5. Furnaces - Pulls magical energy from magic items.
6. Artifurnaces - Pulls magical energy from artifacts (EXTRA RARE)
7. Forges - Pulls 'creative' energy from a bunch of dwarves making stuff in an asteroid.
8. PsiHelms - Fan creation for Psionicists which used a different method of creating effects.
9. Pool Helms/Orbi - Special monster that provides motive power.

Then you look at what 4E has available for resources/differentiation (I'm sure I'm missing some):
1. Money/Rituals
2. Action Points
3. Healing Surges
4. Magic Item Uses Per Day/Milestone
5. Power Sources
6. Roles
7. Skill Challenges
8. Encounter/Daily Powers
9. Feats
10. At-Will/Encounter/Daily Switchout

Ok, yes I'm brainstorming now. I like that we have more defined power sources now and that you can break down Helm types by power source that helps clean up some issues. No matter the helm type, you're probably looking at some sort of skill use to activate the helm and then a cost related to the power source.

As an example, I'd say the lifejammer translates to a Martial Helm. Activation skill is Endurance with a successful Endurance check meaning the ship moves while a failed check means you need to spend a healing surge or the ship stops moving.

Arcane helms are what you generally think of as a major/minor helm. Because it is the 'niche' that you want a wizard in, I suggest that there is no cost for an arcanist to use a helm.. just a successful Arcana check with failed checks coming out of the ship's SR.

Not everything needs to be tied to a power source however. The furnace helm for instance run on Residuum with no check to make it work.. but the down side is there there is an automatic cost to make the ship move.
 

TheWyrd,
aye yer correct on the helms, very well done mate! :)
Though note, the Series Helm can also be Psionic (pool helm is illithid Elder brain used for power).
http://www.silverblades-suitcase.com/sj/various/helm animation.mov
short Quicktime animation I did of my idea of a Series Helm ;)

The Lifejammer is something a victim is forced into, you'd rarely ever use one willingly. Thus the Deathhelm, an improvement, charms it's victim into willingly using it.
So, the lifejammer must have an external control.

Using Residium to run furnace helms is a brilliant idea!! much easier/makes sense :)
 

Silverblade The Ench said:
Or, be used for a +SR boost.

(SR = speed by the way, Ship's Rating)

I prefer the Beyond the Moons change to Tactical Raiting (TR) as it avoids confusion with Spell Resistance.

One thing people often forget about is that TR only comes into play during wildspace combat or manouvering (take off, landing and docking). Most of the time spelljamming ships all travel at "spelljammer speed" and the type of helm and type of helmsman is unimportant.

To me it feels like tactical movement is what a ship can do when something with enough tonnage is nearby and slowing it down.

So I think your 4th edition "at wills" could empower "spelljammer speed" (and still be available if a spellcaster got off of the helm).

Conventional spells would be needed to manouver at tactical speed. I would probably suggest that they are all sucked into the major/minor helm as per 2nd edition SJ.

But there is another side to the jamming of Spelljammer and that is the time a helmsman can sit on the helm without passing out from exaustion*. I'd be inclined to allow helmsman to do things (that were illegal under 2nd edition rules) in exchange for time on the helm.

* = A helmsman could spelljam normally for 12 hours. After this time they could spelljam at -1 TR per additional hour (up to a maximum of 24 hours). A helmsman who actually stayed on the helm for 24 hours passed out from exaustion.

2nd edition rules had a way of dealing with people who had cast spells before getting onto a SJ helm:

Here is the 2nd edition rules from page 18 of CoAS:

"A spellcaster who has cast any of his...spells before activating the helm loses one spelljamming raiting for each spell cast (minimum SR of 1)."

That could be changed to a rule that says something like:

"A spellcaster who has cast any of his spells before activating the helm loses one point of tactical raiting for each spell cast (minimum TR of 1). A spellcaster can continue to cast spells after the helm, but continues to lose one point of tactical raiting per spell cast."

This means that a spellcaster could cast spells and spelljam, but they couldn't spelljam at high TRs and they couldn't spelljam for longer than 12 hours if they burned up so many spells they only had 1 TR left.

I think this sort of mechanic could work, but it still leaves this second rule to be dealt with:

"Using a major or minor helm...removes all spellcasting ability until the individual rests long enough to regain spells."

That could be changed to a rule that says something like:

"Using a major or minor helm links the spellcaster to the helm until the individual rests long enough to regain spells and requires the spellcaster to make a concentration check in order to be able to cast spells, with a failure indicating that the spell is absorbed by the helm."

An easy way to do it, would be to relate the DC to the spell level.

Then you could just stick in a set of DC adjustments that deal with specific circumstances. Maybe something like this:

Overcoming link to minor helm: +15
Overcoming link to major helm: +20
Casting while still spelljamming: +10
Casting while moving at tactical speed**: +1 per TR

** = This stacks with the +10 of casting while spelljamming.​

This wouldn't be perfect, as there are some spells that you shouldn't be able to cast while sitting in a chair, but it could be the basis of a system that allows helmsmen to carry on casting spells.

So the spellcasting side of things can be sorted out with something like that. You don't need to remove the spirit of the original SJ rules to use Spelljammer. It just needs a few small tweaks. (Tweaks that could work as house rules in 2nd edition AD&D or in 3rd edition D&D.)

A system like that is still Spelljammer. A system where you totally ignore the original rules (instead of adapting them) is no different from givnig your players a giant magic carpet. I think that spellcasters need to loose something to make up for what they gain. It has to be a trade in of one ability for another ability.

-----------------------------

On a second note, I think that SJ could benifit from spellcasters being able to use the helm for spellcasting. I know I just proposed a bunch of rules to make that harder, but I think that the weapon on the Hummingbird from Crystal Spheres (which turns magic missiles spells into a ship damaging missile) should be something that is more common in SJ.

Spelljammer already set a link that makes a helmsman "feel" the damage to their ship. There should be a feat (or some other sort of rule) that allows a spellcaster to treat the entire ship as if it is their body. This would allow a spellcaster to cast a bless spell that had a range based on the ship's hull or give their ship Mage Armor.

I also like the idea of the helmsman of an opposing ship turning that ship into a creature (for the purpose of certain spells).

This sort of thing wouldn't be easy, as it would require a review of every spell to decide if they could be used while on the helm (and if they could affect opposing helmsmen). But it would put the "spell" into spelljammer combat. It could make spellcasters eager to get onto the helm, so that they could blast away at an enemy ship or cause its helmsman to suffer spelljammer shock and pass out.

With a bit of careful wording (and playtesting) you could have a new version of Spelljammer, where a helmsman's ship drops to tactical speed and he has to decide if he wants to use all of his TR to try to run away, or use his ship to zap the other helmsman with a magic missile (and suffer a TR penalty for the rest of the day).

Spellcasters would be free to cast spells while on the helm, but would loose the ability to create speed bursts that might get their ship out of trouble.

Rules like that would give freedom to cast spells back to the player, but would make them think very carefully about any spell they wanted to cast.
 

I don't see the need for burning spells any more. In the past it was there to give importance to wizards being in the party or everyone would have just played swashbuckling norms like rogues and fighters and a few priests. In 4e I like the concept of rituals, but I think it could be done better by just introducing a spelljammer feat that enables you to use the arcane skill to pilot the ship. This opens it up to everyone but makes it still favorable to the arcane types as they tend to already be trained in the arcane skill.

As for piloting the ships you just set difficulties based on circumstances.
 

Some random thoughts in no particular order:

1. SR = Ship Rating. I think we can safely go back to that designation as unless I missed something, Spell Resistance has been eliminated from 4e.

2. In keeping with the power level divide of 4e, I imagine that SR would be based on Tier of the person sitting at the helm rather than a direct division of Level. A feat to get a bonus to SR isn't out of the question.

3. With Facing being more or less dead in 4e (and heck 3e), manueverability strikes me as better as a ship bonus to SR(movement). Yes, I'm suggesting that ships can back up and move sideways.

4. Imagine this power:

Stone Shock
You hit an enemy ship so hard with a catapult stone that it rattles control of the ship.

Fighter Attack 1
Encounter * Martial, Weapon, Ship
Standard Action, Must be Using a Catapult (see Catapult Weapon Group)
Target: One Ship
Attack: Con vs. Ref
Effect: 2[W] and the helmsman is Dazed (save ends)


The nice thing here is that with retraining rules, the fighter doesn't necessarily need to keep this ability over time. He could spend 3 or 4 levels adventuring in the Astral Sea and take advantage of these abilities.. then once he moves on to fighting Devils he can retrain out the ability since he no longer needs it.
 

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