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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="smiteworks" data-source="post: 7739950" data-attributes="member: 87795"><p>There are some great ideas here. </p><p></p><p></p><p></p><p>Simplifying crew stats is great. How do you handle multiple classes of crews? Our players would occasionally pick up a set of marines or archers to go with the standard crew. Would they be added into one big crew pool but still available separately so you can see where the losses occurred?</p><p></p><p></p><p></p><p>That's a cool idea.</p><p></p><p></p><p></p><p>There are some great helms in Spelljammer. The lifejammer has to be favorite bad guy helm. They throw people into a chamber that siphons off their captive's life energy to power the ship. Dwarves had an artifact furnace that converted artifacts and magic items into energy for ship propulsion. There were also mind jammers (I might be mis-remembering the name) that the Illithids would use in their ships. They could work as a team to power it as well. Making the helm rechargeable by dumping spell power into it might be a good way to get around the problem of completely draining a wizard or forcing a wizard to have to be the one flying the ship. Perhaps they could dump spells into it each night when they went to bed and then someone else could fly it while they slept. </p><p></p><p>Regardless of the mechanics you employ, part of the fun of Spelljammer was when players discover it for the first time. My players enjoyed the first time something fell overboard and they watched it oscillate up and down along the gravity plane as it slowly drifted to the edge of the gravity bubble. They stressed out the first time they encountered a ship full of undead with a fouled air envelope. They laughed when the monk ran around the bottom of the ship to pop up on the other side and attack the enemy spellcaster from behind.</p></blockquote><p></p>
[QUOTE="smiteworks, post: 7739950, member: 87795"] There are some great ideas here. Simplifying crew stats is great. How do you handle multiple classes of crews? Our players would occasionally pick up a set of marines or archers to go with the standard crew. Would they be added into one big crew pool but still available separately so you can see where the losses occurred? That's a cool idea. There are some great helms in Spelljammer. The lifejammer has to be favorite bad guy helm. They throw people into a chamber that siphons off their captive's life energy to power the ship. Dwarves had an artifact furnace that converted artifacts and magic items into energy for ship propulsion. There were also mind jammers (I might be mis-remembering the name) that the Illithids would use in their ships. They could work as a team to power it as well. Making the helm rechargeable by dumping spell power into it might be a good way to get around the problem of completely draining a wizard or forcing a wizard to have to be the one flying the ship. Perhaps they could dump spells into it each night when they went to bed and then someone else could fly it while they slept. Regardless of the mechanics you employ, part of the fun of Spelljammer was when players discover it for the first time. My players enjoyed the first time something fell overboard and they watched it oscillate up and down along the gravity plane as it slowly drifted to the edge of the gravity bubble. They stressed out the first time they encountered a ship full of undead with a fouled air envelope. They laughed when the monk ran around the bottom of the ship to pop up on the other side and attack the enemy spellcaster from behind. [/QUOTE]
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