log in or register to remove this ad

 

D&D 5E Unearthed Arcana: Travelers of the Multiverse

New free content from WotC - the latest 4-page Unearthed Arcana introduces six new races: astral elf, autognome, giff, hadozee, plasmoid, and thri-kreen.


Screen Shot 2021-10-08 at 10.45.04 PM.png


Looks like Spelljammer and/or Planescape is back on the menu!
 
Last edited:

log in or register to remove this ad

Russ Morrissey

Russ Morrissey


log in or register to remove this ad

Dungeon of the Mad Mage literally had a Spelljamming Helm in it. It worked a tiny bit differently from original Spelljamming Helms (it produces air for the ship, doesn't consume your spell slots), but it was there.

So, yeah, the odds of them bringing back Spelljamming Helms that work more or less as they did in 2e are actually pretty likely.
Lol do not agree. They're not going to eat slots, they're not going to force ships to have a high-level caster to power them, and they're not going to have the weird 24 hour lockout thing. The hard requirement of a Vancian caster to make your ship go (unless it has a wacky alternate engine) is just fundamentally incompatible with 5Es approach to classes, balance, adventure design and so on. I can't rule it out as an optional rule or an outdated type of helm no longer in common use, but as the default? Pffft.

Predicting an entire setting from a throwaway elements in a single adventure is the most ridiculous extreme kind of tea-leaf reading. I mean hell, you couldn't have accurately predicted the new Ravenloft from an entire adventure set there.
 
Last edited:

Other option is the spelljammers as living vehicles, and if with help by the PCs it can earn its own XPs and become bigger and more powerful.

Or maybe a secret was discovered. Special plants growing about "carvorite" meteors can used to construct space-ships whose wood enjoy special anti-gravity propieties. Hasbro could produce some "relatively cheaper" videogame for mobiles.

 




AcererakTriple6

Autistic DM (he/him)
Lol do not agree. They're not going to eat slots, they're not going to force ships to have a high-level caster to power them, and they're not going to have the weird 24 hour lockout thing. The hard requirement of a Vancian caster to make your ship go (unless it has a wacky alternate engine) is just fundamentally incompatible with 5Es approach to classes, balance, adventure design and so on. I can't rule it out as an optional rule or an outdated type of helm no longer in common use, but as the default? Pffft.

Predicting an entire setting from a throwaway elements in a single adventure is the most ridiculous extreme kind of tea-leaf reading. I mean hell, you couldn't have accurately predicted the new Ravenloft from an entire adventure set there.
Do you own the Dungeon of the Mad Mage? Because the Spelljamming Helm in it doesn't require you to expend spell slots to use it, doesn't stop you from using spell slots to cast spells (it only requires that you have at least one spell slot to pilot it, and the higher level the slot is, the faster the vehicle is), and it doesn't have a "24 hour lockout-thing", whatever that means. I fully expect the Helm of the Scavenger to be the basis for most spelljamming helms in D&D 5e. It is much more simplistic and game-friendly than 2e spelljamming helms were, even if it's partially based off of them.

Yes, I do think that a lot of the rules from Dungeon of the Mad Mage for how space and Spelljammers work will make it into whatever book the majority of these races do. The rules for how outer-space works from the Asteroid level of the dungeon, the design of the Squid Ship, the planets of Realmspace and Tears of Selune are all pretty large parts of Spelljammer that could be the basis for Spelljamming in 5e, just like slightly altered versions of the Vehicle rules from Ghosts of Saltmarsh were the basis for Infernal War Machine rules in Descent into Avernus.
 
Last edited:

Maxperson

Morkus from Orkus
Lol do not agree. They're not going to eat slots, they're not going to force ships to have a high-level caster to power them, and they're not going to have the weird 24 hour lockout thing. The hard requirement of a Vancian caster to make your ship go (unless it has a wacky alternate engine) is just fundamentally incompatible with 5Es approach to classes, balance, adventure design and so on. I can't rule it out as an optional rule or an outdated type of helm no longer in common use, but as the default? Pffft.
They don't have to in order to make Spelljammer, though. You don't need identical helms. You just need a chair that makes ships fly. You don't need an identical phlogiston, though there's nothing wrong with the one from before. You don't need the odd gravity at all. Spelljammer could easily be done in 5e.
 

Parmandur

Book-Friend
Predicting an entire setting from a throwaway elements in a single adventure is the most ridiculous extreme kind of tea-leaf reading. I mean hell, you couldn't have accurately predicted the new Ravenloft from an entire adventure set there.
I mean, I'm predicting it based on the UA full of pure Spelljammer material, but the drib and drab cameos that Chris Perkins has been getting in there for years also suggest that the first Setting next year that Chris Perkijs is heading may relate to this UA of Spelljammer material.
 

I think people are missing @Ruin Explorer 's point: there's no way they'll do it exactly the way they did it in 2e, because the base rules are different. They'll make minor changes, at the very least. That was option 4 on Ruin's list.

So we end up with that classic internet argument: You're wrong, the right answer is [exactly what they said but with a single word replaced with a synonym that in no way affects the meaning].

Someone was saying that "Spelljammer but with non-drastic changes" didn't cover this possibility, which is just a semantic point, and frankly one I disagree with. There is no way they will release a completely unedited, unrevised, version of 2e Spelljammer with no changes as a 5e supplement.
 

Parmandur

Book-Friend
I think people are missing @Ruin Explorer 's point: there's no way they'll do it exactly the way they did it in 2e, because the base rules are different. They'll make minor changes, at the very least. That was option 4 on Ruin's list.

So we end up with that classic internet argument: You're wrong, the right answer is [exactly what they said but with a single word replaced with a synonym that in no way affects the meaning].

Someone was saying that "Spelljammer but with non-drastic changes" didn't cover this possibility, which is just a semantic point, and frankly one I disagree with. There is no way they will release a completely unedited, unrevised, version of 2e Spelljammer with no changes as a 5e supplement.
Well, obviously. See 5E Ravenloft. But itnis still Ravenloft. I expect we will see a similarly reimagined Spelljammer...but still Spelljammer in essential features, such as Giant Space Hansters and trippy outdated astronomical theories.
 

Possible, but the biggest thing hurting a Star Frontiers/Spelljammer/Planescape release is that all three of them have competing cosmologies. So, either they are getting blended (which could be incredibly cool) or one is going to take precedence.

And having to account for MTG as well makes it even more of a question mark of how you blend them. Not impossible by a long stretch, but at that point I almost wonder if they don't make a 5th cosmology setting with elements from all four.

Star Frontiers is a competing cosmology, but Planescape and Spelljammer really have their own cuts of a single cosmology.

Anyways I'll point out that the 5e cosmology is already a blended cosmology, between 2e's Great Wheel and 4e's World Axis cosmology and Eberron's Orrey Cosmology, with some hints of 3e's FR Great Tree Cosmology might be in there somewhere too.

The hard part of adding MtG is where do they put the Blind Eternities and why don't worlds like FR experience them.

They could stick the Blind Eternities in the Far Realms or Astral Plane or inside of a huge Crystal Sphere or make it a third transitive plane or make it a seperate multiverse in a larger metaverse.

Or perhaps easier they can decide the converted MtG settings are actually completely seperate canon to actual MtG canon. This might be the best case as it allow them to use MtG stuff, but in a way that integrates better with the rest of the D&D multiverse.
 

Well, obviously. See 5E Ravenloft. But itnis still Ravenloft. I expect we will see a similarly reimagined Spelljammer...but still Spelljammer in essential features, such as Giant Space Hansters and trippy outdated astronomical theories.
That's exactly the thing you argued against upthread.
 


Maxperson

Morkus from Orkus
I think people are missing @Ruin Explorer 's point: there's no way they'll do it exactly the way they did it in 2e, because the base rules are different. They'll make minor changes, at the very least. That was option 4 on Ruin's list.
They won't do any setting exactly like it was done in 2e. Or 3e. Editions are different. If "editions are different" was the point, then I agree. The point we are making is that it will still be Spelljammer, just as done by 5e since editions are different.
 

Not at all. I've just argued that there is no reason to assume that they are merging the physical Phlogiston of the Material Prime with the non-coporeal Astral Plane.
Well, it turns out that book will be a Critical role Adventure Path, which is rneat. You left off what seems most likely to me, straight up Spelljammer.
Your exact words: Spelljammer with some changes doesn't cover all possibilities. It's more likely they'll do Straight-up, which is something other than Spelljammer with (any) changes.
 

Parmandur

Book-Friend
Your exact words: Spelljammer with some changes doesn't cover all possibilities. It's more likely they'll do Straight-up, which is something other than Spelljammer with (any) changes.
That's me having misread the list, actually: looking back at it, number 4 seems the most likely outcome, based on content already in the game and the way that Crawford and Perkins have spoken about Spelljammer adjacent matters. Apologies to @Ruin Explorer for the brain fart there, I'm going to blame sevre sleep deprivstion.
 


That's me having misread the list, actually: looking back at it, number 4 seems the most likely outcome, based on content already in the game and the way that Crawford and Perkins have spoken about Spelljammer adjacent matters. Apologies to @Ruin Explorer for the brain fart there, I'm going to blame sevre sleep deprivstion.
Sorry if I got a bit snitty there - it's just a pet peeve of mine when people argue over each other's heads or debate meaningless minutia like whether the changes will be "small" or "minor".
 

TheSword

Legend
Hmmm. Spelljammer has some interesting ideas but this looks like this will be another setting that isn’t for me.

Thri-Kreen definitely scream Dark Sun though. I would be surprised if they aren’t folded into some kind of Darksun launch or not intentionally paving the way for a Dark Sun launch.

My issue with Spelljammer is that it seems to be transitive… the action happens somewhere else and the spelljammer element is what you do along the way. Planescape is the holiday destination, Spelljammer is the flight to get there. I don’t really see the point of Spelljammer unless it’s connected to something else.
 

Visit Our Sponsor

Latest threads

Level Up!

An Advertisement

Advertisement4

Top