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Thoughts on a 4e Spelljammer
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<blockquote data-quote="Tzeentch" data-source="post: 4367185" data-attributes="member: 13222"><p>I would take a long, hard look at what elements of Spelljammer you actually want to preserve. IMO the concept was great, but the implementation was horrible.</p><p></p><p><strong>Spelljamming</strong></p><p>It has a bundle of problems of its own, but you might want to adapt the basic mechanics of how Star Wars Saga handles large ships (assuming you have access). </p><p></p><p><strong>Should Helms be rituals?</strong></p><p>* De-emphasize the helm itself. Not only is the paradigm its built on gone in 4e, but it basically removes a character from play. Let the NPCs do the grunt work of driving the ship while the PCs order them around and repel boarders.</p><p></p><p><strong>Should Helms have all the powers associated with them as they did in 2nd edition, or should we tone them down to give other players something to do?</strong></p><p>* The only real power it gave was a birds eye view of the ship, and the ability to suck out spell slots. Having the basic helm be powered by residuum or some other fuel short-circuits any need to apply the old spell draining mechanism to 4e.</p><p></p><p><strong>What do you think of making a bunch of profession checks for the purposes of skill challenges / naval combat, and just handing them to the players? I see no reason to use this as a way of cutting into the players skills, which are limited enough as they are.</strong></p><p>* Adapt the Piloting skill and naval system from Star Wars Saga maybe. I would keep the need for skills fairly low, 4e characters can handle nuclear mechanics and tailoring without training, and most of the grunt work can be fobbed off to the general heroic PC abilities and NPCs.</p><p></p><p><strong>Does anyone have any other ideas in regards to 4e sailing/spelljammer? </strong></p><p>* I redug out my Spelljammer books and had a look. ... yow what an unplayable mess it is(but I loved it when I was younger).</p><p>Suggestions for a 4e Spelljammer</p><p>- Throw out 90% of the old SJ setting mechanics: gravity planes, air envelopes, phlogiston (maybe), wildspace. Everything that woffles between "Fantasy Star Wars" and "Fantasy Spaceballs" or is just a recordkeeping drag.</p><p>* The phlogiston might be the same but my idea is that its basically an endless sky/storm, with a definite up/down gravity and breathable air (for the most part). Crystal spheres are scattered around. Maybe throw in teleport circles/gates between known spheres. Currents determine the safe travel routes (think Last Exile).</p><p>* Spheres are basically the same but when you enter one you pop in over the realm inside. No wildspace and crazy boring travel around pseudosolar systems. Realms inside spheres are fairly small (maybe 25000sq mi for the biggest) and you can't reach "space" in them. Most spheres were basically just a collection of hotspots in SJ anyways no matter how huge they supposedly were. You exit/enter spheres at known stable portal spots.</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 4367185, member: 13222"] I would take a long, hard look at what elements of Spelljammer you actually want to preserve. IMO the concept was great, but the implementation was horrible. [b]Spelljamming[/b] It has a bundle of problems of its own, but you might want to adapt the basic mechanics of how Star Wars Saga handles large ships (assuming you have access). [B]Should Helms be rituals?[/B] * De-emphasize the helm itself. Not only is the paradigm its built on gone in 4e, but it basically removes a character from play. Let the NPCs do the grunt work of driving the ship while the PCs order them around and repel boarders. [b]Should Helms have all the powers associated with them as they did in 2nd edition, or should we tone them down to give other players something to do?[/b] * The only real power it gave was a birds eye view of the ship, and the ability to suck out spell slots. Having the basic helm be powered by residuum or some other fuel short-circuits any need to apply the old spell draining mechanism to 4e. [B]What do you think of making a bunch of profession checks for the purposes of skill challenges / naval combat, and just handing them to the players? I see no reason to use this as a way of cutting into the players skills, which are limited enough as they are.[/B] * Adapt the Piloting skill and naval system from Star Wars Saga maybe. I would keep the need for skills fairly low, 4e characters can handle nuclear mechanics and tailoring without training, and most of the grunt work can be fobbed off to the general heroic PC abilities and NPCs. [B]Does anyone have any other ideas in regards to 4e sailing/spelljammer? [/B] * I redug out my Spelljammer books and had a look. ... yow what an unplayable mess it is(but I loved it when I was younger). Suggestions for a 4e Spelljammer - Throw out 90% of the old SJ setting mechanics: gravity planes, air envelopes, phlogiston (maybe), wildspace. Everything that woffles between "Fantasy Star Wars" and "Fantasy Spaceballs" or is just a recordkeeping drag. * The phlogiston might be the same but my idea is that its basically an endless sky/storm, with a definite up/down gravity and breathable air (for the most part). Crystal spheres are scattered around. Maybe throw in teleport circles/gates between known spheres. Currents determine the safe travel routes (think Last Exile). * Spheres are basically the same but when you enter one you pop in over the realm inside. No wildspace and crazy boring travel around pseudosolar systems. Realms inside spheres are fairly small (maybe 25000sq mi for the biggest) and you can't reach "space" in them. Most spheres were basically just a collection of hotspots in SJ anyways no matter how huge they supposedly were. You exit/enter spheres at known stable portal spots. [/QUOTE]
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