D&D 4E - How would you re-envision Spelljammer with 4e? | Page 2

1) Don't kill the silly. The silly made it fun...folk are forgetting FUN in D&D, as the uber-munchkinization takes over (loved 3rd ed, hated the way folk jsut power-gamed to extremes, but yet ridiculed humour...really felt a distinct lack of humour in 3rd ed)

2) Yes, a single book, allowing Spelljamemr to LINK campaigns, but with Rock of Bral as the "standard" for players to work with/from.

3) Yes again, let it link to the elemental and astral planes.

4) Pirates of Gith *are* Githyanki, allowing them a more prominent role' woudl be good, letting them have Elven Man-O-Wars to fly the Astral. For those not familiar, Pirates of Gith used their astral plane shift ability, to move their entire ship to and from the Astral, but it only works if their ship is organic. Elven ships are organic, so they steal elven ships. Talk about a nasty "cloaking device" as a warship pops out into real space on top of you ;)

5) yet again, yes to a previosu poster's good point! ;) Tactical ship to ship combat needs improved. making the ship a CRREATURE, in terms of how it's handled mechanically, would be a good way: e, for intiiative, AC, attacks etc. just give it stats like a monster.

IMHO, the damage from seige weapons needs upped...ballistas are *really* horribly destructive in RL. A light Ballista, Roiman style, 2 man crew, hits harder than a .50 calibre machine gun (which is very bad for the victim, fyi). yes i knwo it's a game and not to "over reality it" but seige weapons should be scary.

The only thing more powerful/efficient/reliable than the later stone throwing ballsitas, didn't show up until the 1600s with well made cannons/powder. The Roman ballistas really did smash walls down like cannon balls (see the Seige of Jerusalem), smaller ones left deep holes still visible in the walls of Pompeii. (I researched them when making 3d models for my Spelljammer art).

Remove catapults except when using, or enchanted with, "Helm Seeking" missiles or the like. They never made sense, due to arc of fire.

6) I think the best method for working out helms, would be for them to drain "spell levels" of the user's choice: so many spell levels = tactical speed rating. The user sacrifices one, and only one spell.
For example, let's make Major Helms give 1 SR per spell levels, and Minor helms 1 SR per 2 levels.

7) The price of helms needs drastically reduced, it's game breaking, serious, when they cost 50,000+ gp, not only does it take too much/high levels ot get one, when they do start capturing them, the value breaks the game economy. make them much cheaper.

8) Use some of my art for the book illustrations!! :p

9) The conflicts with the illithid, neogi, beholder, goblinoid, Elven Imperial Navy etc, are *fantastic*. This is too good to let waste. I'd suggest making the Spelljammer itself, part of mind flayer quest lore, ie they want it to find their race's origin/re-conquer the universe etc again. The Scro are a superb NPC race, antithesis of usual orcs. The villainy of the negoi's resembles extreme Ferengis, lol, having them as the major slaving race of the multiverse is an idea (where do the slaves come from for building all these Death Stars, er, Tomb of Horrors, eh? ;).

10) Bring the Arcane back, make them part of Planar adventures too, merchants who'll buy/sell with anyone (almost). Opens up a lot of possibilities.

11) Ship to ship combay, high seas adventure have had a big resurgance thnaks ot the Pirate of the Caribbean films: cash in on this ;)
I love the swasdbuckling mayhem of Spelljammer!

12) Spelljammer has giff! Giff >>>> all! 'nuff said :D

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