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Spelljammer...just wow
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<blockquote data-quote="13garth13" data-source="post: 3514226" data-attributes="member: 16979"><p><strong>My biggest problems with Spelljammer...</strong></p><p></p><p>....Number one was not physics and not goofy creatures, but rather the way that even simple, low-level adventures in space destroyed any sense of economic realism within the campaign.</p><p></p><p>For example, let's say you had a group of 4th level characters hunting down some space pirates, which they defeat after a long ship-to-ship battle. After putting the villains in irons, they loot the vessel and then claim the vessel itself, and then sell it to some Arcane.</p><p></p><p>Now I realize that it's my campaign, and I can adjust factors as I see fit, but does any of the above seem unreasonable so far? As far as I can tell, these are perfectly valid party options.</p><p></p><p>Here's the problem with a capital P....after they sell off the ship (oh hey, for argument's sake, let's make it a caravel) and the helm (and hey, let's make it only a minor helm), our 4th level party is suddenly up to their teeth in gold.</p><p></p><p>And let's face it, it get's rather tedious to have them relieved of their tens of thousands (to say nothing of over a hundred thousand for a major helm and a big ship like a Hammership) of gold by wandering space bandits and local tax officials for the sixth or seventh time in a row....which is pretty much what you're going to have to do, unless every single vessel is being run by an artifurnace, life-draining helm (I can't recall the name off hand), or some other unusable and relatively unsellable device. Which still leaves you with the massive amount of money the party can still gain just by selling off enemy ships and/or trading them for goods/services.</p><p></p><p>Yup, my number one peeve (and I other wise LOVED the wierdness and versatility of the setting) was definitely economical in nature.</p><p></p><p>My number two beef was how spelljamming ruined the chances of overland journeys and such...once the party had a helm and vessel, they could scoot all over the planet looooong before they would have otherwise had access to teleport spells and the like. </p><p></p><p>And speaking of travelling, isn't it odd that many of the creatures from the montrous compendia for Spelljammer weren't big enough to force a spelljammer to rev down from spelljamming speed and therefore couldn't actually be used......and even if the party did try to stop to fight them, should the adventurers have elected to bolt, there's just no way that the creatures could even remotely keep up with a spelljammer at full speed, rendering many off-planet encounters almost a moot point?</p><p></p><p>Anyhoo, those are my two coppers. As I said previously, I did enjoy the setting, I just had a few problems with the execution of some of the mechanical nuts and bolts.</p><p></p><p>Cheers,</p><p>Colin</p></blockquote><p></p>
[QUOTE="13garth13, post: 3514226, member: 16979"] [b]My biggest problems with Spelljammer...[/b] ....Number one was not physics and not goofy creatures, but rather the way that even simple, low-level adventures in space destroyed any sense of economic realism within the campaign. For example, let's say you had a group of 4th level characters hunting down some space pirates, which they defeat after a long ship-to-ship battle. After putting the villains in irons, they loot the vessel and then claim the vessel itself, and then sell it to some Arcane. Now I realize that it's my campaign, and I can adjust factors as I see fit, but does any of the above seem unreasonable so far? As far as I can tell, these are perfectly valid party options. Here's the problem with a capital P....after they sell off the ship (oh hey, for argument's sake, let's make it a caravel) and the helm (and hey, let's make it only a minor helm), our 4th level party is suddenly up to their teeth in gold. And let's face it, it get's rather tedious to have them relieved of their tens of thousands (to say nothing of over a hundred thousand for a major helm and a big ship like a Hammership) of gold by wandering space bandits and local tax officials for the sixth or seventh time in a row....which is pretty much what you're going to have to do, unless every single vessel is being run by an artifurnace, life-draining helm (I can't recall the name off hand), or some other unusable and relatively unsellable device. Which still leaves you with the massive amount of money the party can still gain just by selling off enemy ships and/or trading them for goods/services. Yup, my number one peeve (and I other wise LOVED the wierdness and versatility of the setting) was definitely economical in nature. My number two beef was how spelljamming ruined the chances of overland journeys and such...once the party had a helm and vessel, they could scoot all over the planet looooong before they would have otherwise had access to teleport spells and the like. And speaking of travelling, isn't it odd that many of the creatures from the montrous compendia for Spelljammer weren't big enough to force a spelljammer to rev down from spelljamming speed and therefore couldn't actually be used......and even if the party did try to stop to fight them, should the adventurers have elected to bolt, there's just no way that the creatures could even remotely keep up with a spelljammer at full speed, rendering many off-planet encounters almost a moot point? Anyhoo, those are my two coppers. As I said previously, I did enjoy the setting, I just had a few problems with the execution of some of the mechanical nuts and bolts. Cheers, Colin [/QUOTE]
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