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<blockquote data-quote="NaturalZero" data-source="post: 8421288" data-attributes="member: 55705"><p>Spelljammer has always intrigued me but I had never read the books when they first came out. I'd been thinking about adapting the setting to run in 5e and bought some of the original stuff on PDF. </p><p></p><p>I've been trying to envision exactly how you'd run a game with phlogiston everywhere and it seems like a huge pain in the ass to deal with as a DM. I know my players and everything would be on fire, all of the time. They'd use cantrips to set fires, alchemist's fire to set fires, tar to set ships on fire, et al. It only makes sense that pirates and illithids would be using fire to deplete the oxygen from an enemy ship's atmosphere since the occupants can't actually die and can be collected afterwards. Fire, all of the time, seems like a horrific and devastating tactic for anyone wanting to mess someone up outside of wildspace. If they get rid of phlogiston, I won't miss it at all.</p></blockquote><p></p>
[QUOTE="NaturalZero, post: 8421288, member: 55705"] Spelljammer has always intrigued me but I had never read the books when they first came out. I'd been thinking about adapting the setting to run in 5e and bought some of the original stuff on PDF. I've been trying to envision exactly how you'd run a game with phlogiston everywhere and it seems like a huge pain in the ass to deal with as a DM. I know my players and everything would be on fire, all of the time. They'd use cantrips to set fires, alchemist's fire to set fires, tar to set ships on fire, et al. It only makes sense that pirates and illithids would be using fire to deplete the oxygen from an enemy ship's atmosphere since the occupants can't actually die and can be collected afterwards. Fire, all of the time, seems like a horrific and devastating tactic for anyone wanting to mess someone up outside of wildspace. If they get rid of phlogiston, I won't miss it at all. [/QUOTE]
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