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What are the "True Issues" with 5e?
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<blockquote data-quote="M_Natas" data-source="post: 9110124" data-attributes="member: 7025918"><p>To be fair, the Ship Combat Rules in Spelljammer (without Ghosts of Saltmarsh) are basicly: fly towards each other until you are in a range that you can do standard d&d battle and commence from there. The 5e Spelljammer Battlerules break down if you do anything else. A chase? That would take forever, because distances are big and ships are all nearly equally fast. Destroying another ship with ship board weapons from a distance? Would take forever, too. Having anything else to do than to fire ship board weapons or move the ship? Also nope.</p><p></p><p>The 5e Spelljammer Ship combat rules are literally non existent. You can incorporate the Ghosts of Saltmarsh Rules, but those I still find bad.</p><p>In order for 5e Spelljammer to work for me, I had to create a 60 Page document to have all the stuff that what I think any DM would need to run a good spelljammer campaign.</p><p>Rules foe Wildspace-System-Creation.</p><p>Shipbattle-Rules.</p><p>Rules and Stuff for Upgrading and individualising your ship.</p><p>Navigation in Wildspace and the Astral Sea.</p><p>Better rules for how long air envelopes last.</p><p>Up to the simplest stuff like how long does it take for a ship to leave an atmosphere before it can go into spelljamming speed.</p><p></p><p>And there is still more stuff missing. Do Beast's like Kindori have a spelljamming speed? If not how can they be everywhere (like was said in one of the WotC Spelljammer Videos)? Like it seems that the whole distance thing is ignored. Voice Scavvers and Space Guppys are everywhere even though no animal can spelljam.</p><p>If you create a setting like Spelljammer you need to at least make some surface level explanations on how things like the space fish ecology works or what size categories planetar objects are.</p><p>With the 5e spelljammer rules that are there (+dmg, phb and mm) you can barley run the Adventure Module that comes with the Box. But there is nothing for the DM to build a homebrew adventure or to really understand the setting.</p><p>Like if I compare that to van Richtens ...</p><p>After reading Van Richtens Guide to Ravenloft I feel pretty confident that I can create my own Domains of dread and create my own Ravenloft Campaign. I already have great ideas for that.</p><p></p><p>With the 5e spelljammer set? Not so much. I needed the 2e books and some DMs Guild Products to Frankenstein me a complete product (and if somebody wnats it, if you can read german, it is the only german spelljammer product ont je dms guild. It is pwyw).</p><p>And the same problem I have with Strixhaven. The most important part is missing (I haven't read the whole book yet, just the first chapter, but so far I didn't see anything that could help me with that): How do I make a class room scenes interesting. But that is just not there, so far. If I want to do my own magical school setting, it is easier to start from scratching that to use the strixhaven book as a guide.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9110124, member: 7025918"] To be fair, the Ship Combat Rules in Spelljammer (without Ghosts of Saltmarsh) are basicly: fly towards each other until you are in a range that you can do standard d&d battle and commence from there. The 5e Spelljammer Battlerules break down if you do anything else. A chase? That would take forever, because distances are big and ships are all nearly equally fast. Destroying another ship with ship board weapons from a distance? Would take forever, too. Having anything else to do than to fire ship board weapons or move the ship? Also nope. The 5e Spelljammer Ship combat rules are literally non existent. You can incorporate the Ghosts of Saltmarsh Rules, but those I still find bad. In order for 5e Spelljammer to work for me, I had to create a 60 Page document to have all the stuff that what I think any DM would need to run a good spelljammer campaign. Rules foe Wildspace-System-Creation. Shipbattle-Rules. Rules and Stuff for Upgrading and individualising your ship. Navigation in Wildspace and the Astral Sea. Better rules for how long air envelopes last. Up to the simplest stuff like how long does it take for a ship to leave an atmosphere before it can go into spelljamming speed. And there is still more stuff missing. Do Beast's like Kindori have a spelljamming speed? If not how can they be everywhere (like was said in one of the WotC Spelljammer Videos)? Like it seems that the whole distance thing is ignored. Voice Scavvers and Space Guppys are everywhere even though no animal can spelljam. If you create a setting like Spelljammer you need to at least make some surface level explanations on how things like the space fish ecology works or what size categories planetar objects are. With the 5e spelljammer rules that are there (+dmg, phb and mm) you can barley run the Adventure Module that comes with the Box. But there is nothing for the DM to build a homebrew adventure or to really understand the setting. Like if I compare that to van Richtens ... After reading Van Richtens Guide to Ravenloft I feel pretty confident that I can create my own Domains of dread and create my own Ravenloft Campaign. I already have great ideas for that. With the 5e spelljammer set? Not so much. I needed the 2e books and some DMs Guild Products to Frankenstein me a complete product (and if somebody wnats it, if you can read german, it is the only german spelljammer product ont je dms guild. It is pwyw). And the same problem I have with Strixhaven. The most important part is missing (I haven't read the whole book yet, just the first chapter, but so far I didn't see anything that could help me with that): How do I make a class room scenes interesting. But that is just not there, so far. If I want to do my own magical school setting, it is easier to start from scratching that to use the strixhaven book as a guide. [/QUOTE]
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