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General Tabletop Discussion
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The timing of the playtest
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<blockquote data-quote="Mistwell" data-source="post: 8747901" data-attributes="member: 2525"><p>My impression of the Spelljammer books is...not good. There are extraordinarily few rules, and a whole lot of art, and maps of stuff which already existed in prior editions. The rules are so sparse that they literally just say "don't worry about it" when it comes to how to turn a ship, for example. And the ship weapons are so bad they tell you to not use them and just use PC ranged attacks if you want to be effective. And ship speeds make no sense. Between worlds they go too slow to actually reach a different star, and in system they literally move slower than a PC with 10 strength moving by thought alone. </p><p></p><p>I feel like these books were slapped together in a hasty manner. The only thing worth having is the new races and some monsters, and even the new races are sloppy at times. Hadozees for example are broken when combined with the ordinary jumping rules and can move 150 feet in a single move. [The Hadozee glide ability says any time they move downwards in the air they can glide 5ft at no movement cost. A 10 strength Hadozee can perform a standing, vertical jump of 1ft into the air. They then glide 5ft forward. This whole maneuver costs 1ft of movement. With 30ft movement, they can “jump-glide” 150ft per turn.] </p><p></p><p>And of course they're super thin books - 64 pages in a handback book looks like a pamphlet. </p><p></p><p>You can literally pull better ship rules out of Ghosts of Saltmarsh and house rule them for space ships far better than anything in these books. </p><p></p><p>I am pretty disappointed in WOTC for this release. It has me suspecting Planescape will be bad as well. They phoned this one in. And I've never said that about a 5e release.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 8747901, member: 2525"] My impression of the Spelljammer books is...not good. There are extraordinarily few rules, and a whole lot of art, and maps of stuff which already existed in prior editions. The rules are so sparse that they literally just say "don't worry about it" when it comes to how to turn a ship, for example. And the ship weapons are so bad they tell you to not use them and just use PC ranged attacks if you want to be effective. And ship speeds make no sense. Between worlds they go too slow to actually reach a different star, and in system they literally move slower than a PC with 10 strength moving by thought alone. I feel like these books were slapped together in a hasty manner. The only thing worth having is the new races and some monsters, and even the new races are sloppy at times. Hadozees for example are broken when combined with the ordinary jumping rules and can move 150 feet in a single move. [The Hadozee glide ability says any time they move downwards in the air they can glide 5ft at no movement cost. A 10 strength Hadozee can perform a standing, vertical jump of 1ft into the air. They then glide 5ft forward. This whole maneuver costs 1ft of movement. With 30ft movement, they can “jump-glide” 150ft per turn.] And of course they're super thin books - 64 pages in a handback book looks like a pamphlet. You can literally pull better ship rules out of Ghosts of Saltmarsh and house rule them for space ships far better than anything in these books. I am pretty disappointed in WOTC for this release. It has me suspecting Planescape will be bad as well. They phoned this one in. And I've never said that about a 5e release. [/QUOTE]
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