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Spelljamming in 3.5 - and - Psionics
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<blockquote data-quote="thenightgaunt" data-source="post: 5528391" data-attributes="member: 6673567"><p>Exactly my point. If you're gonna run Spelljammer, you can't run off of the rules as they are in the books. You've got to be the kind of GM who can adapt and change rules and setting info to make it work. You need to be able to smack down any bitching ruleslawyering players and say, "this is how I'm running it". </p><p> </p><p>I like the spaceport idea for waterdeep there. Though I'd be resistant in bringing it in. Spelljammer was one of those settings were magical items were abundant to the point of absurdity. Just look at The Dock on Faerun. A city run by Arcane where any magical item can be bought. Of course, a good GM can fix all that and balance it with the earlier system. </p><p>In my old SJ game the players made their fortune selling waterdeep it's first spelljammer helms and giving it the power to defend itself.</p></blockquote><p></p>
[QUOTE="thenightgaunt, post: 5528391, member: 6673567"] Exactly my point. If you're gonna run Spelljammer, you can't run off of the rules as they are in the books. You've got to be the kind of GM who can adapt and change rules and setting info to make it work. You need to be able to smack down any bitching ruleslawyering players and say, "this is how I'm running it". I like the spaceport idea for waterdeep there. Though I'd be resistant in bringing it in. Spelljammer was one of those settings were magical items were abundant to the point of absurdity. Just look at The Dock on Faerun. A city run by Arcane where any magical item can be bought. Of course, a good GM can fix all that and balance it with the earlier system. In my old SJ game the players made their fortune selling waterdeep it's first spelljammer helms and giving it the power to defend itself. [/QUOTE]
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Spelljamming in 3.5 - and - Psionics
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