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What 5E Books Should I Buy First
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<blockquote data-quote="Weiley31" data-source="post: 8743168" data-attributes="member: 7017196"><p><em><strong>Nope!</strong></em></p><p>The only thing they have listed for the Spelljammer ships are HP, Crew, Damage Threshold, Speed, Material(AC), the weapons listed on there, Speed, Keel/Beam, Cargo, and Cost.</p><p></p><p>The weapons are listed with their own Armor Class, Hit Points, Costs, and how Many actions it takes to use said weapons. That's it. No mention of helms/Sails(for ships that it makes sense for), or stuff like that.</p><p></p><p><strong><em>COMPARED TO: </em></strong></p><p>[URL unfurl="true"]https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf[/URL]</p><p></p><p>[URL unfurl="true"]https://www.dndbeyond.com/vehicles/sailing-ship[/URL]</p><p></p><p>Not a single mention of stuff like Captain, Quartermaster, First Mate, Bosun, and other positions. There is a sidebar style box on pg.25 of the Astral Adventurer's Guide that states Shipboard Weapons are better for far away targets and when in close range, your PC's weapons/spells are better. Now, considering the Spelljammer ship weapons require more than one action to load/use, that makes sense...........................................Unless you have Acquisitions Incorporated/Ghost of Saltmarsh, which states that Ships can make <em>THREE</em> actions along as they have a high enough crew levels. Which means that using Shipboard Weapons won't "actually" be that annoying to use compared to how it was stated earlier.</p><p>Also: no Spelljammer ships have any ability scores. Not even STR/DEX/CON that ships usually have scores in. And of course, nothing is mentioned of stuff like Crew Quality scores, Downtime, Ship upgrades or even the possibility of a Mutiny.</p><p></p><p>Honestly, if it probably wasn't for the 64 page count, it's quite possible that the GoS ship rules would've been reprinted.</p><p></p><p>So yes, Ghosts of Saltmarsh will greatly enhance your 5E Spelljamming in a number of aspects.</p></blockquote><p></p>
[QUOTE="Weiley31, post: 8743168, member: 7017196"] [I][B]Nope![/B][/I] The only thing they have listed for the Spelljammer ships are HP, Crew, Damage Threshold, Speed, Material(AC), the weapons listed on there, Speed, Keel/Beam, Cargo, and Cost. The weapons are listed with their own Armor Class, Hit Points, Costs, and how Many actions it takes to use said weapons. That's it. No mention of helms/Sails(for ships that it makes sense for), or stuff like that. [B][I]COMPARED TO: [/I][/B] [URL unfurl="true"]https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf[/URL] [URL unfurl="true"]https://www.dndbeyond.com/vehicles/sailing-ship[/URL] Not a single mention of stuff like Captain, Quartermaster, First Mate, Bosun, and other positions. There is a sidebar style box on pg.25 of the Astral Adventurer's Guide that states Shipboard Weapons are better for far away targets and when in close range, your PC's weapons/spells are better. Now, considering the Spelljammer ship weapons require more than one action to load/use, that makes sense...........................................Unless you have Acquisitions Incorporated/Ghost of Saltmarsh, which states that Ships can make [I]THREE[/I] actions along as they have a high enough crew levels. Which means that using Shipboard Weapons won't "actually" be that annoying to use compared to how it was stated earlier. Also: no Spelljammer ships have any ability scores. Not even STR/DEX/CON that ships usually have scores in. And of course, nothing is mentioned of stuff like Crew Quality scores, Downtime, Ship upgrades or even the possibility of a Mutiny. Honestly, if it probably wasn't for the 64 page count, it's quite possible that the GoS ship rules would've been reprinted. So yes, Ghosts of Saltmarsh will greatly enhance your 5E Spelljamming in a number of aspects. [/QUOTE]
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