the basics in the complaint department have now been well covered - its not the book(s) it should have been and overpriced for what it is. I pretty much got more out of an hour's study of the SPelljammer wiki than I got from the books except for the races and backgrounds. So now to Nitpick -
If you get around in wildspace/astral sea by thinking about your destination and flying on the straightline path there why do you need and when would you have learned the navigator skill in one of the backgrounds? I can see sort of maybe see the cartographer skill/tools so you can map a wildspace region but navigate?
If your traveling by force of will what are all the sails etc there for on the ships?
In all the thousands of years of Spelljamming Has no one ever run into a catamaran hulled ship that can sail on water and stay upright as well if it lands on land?
Mangonels and Ballistae? really? with both artificers and Giff available with firearms and cannons? (the only reason I can see is that its easier for ballistae and mangonels to fire up or down than it is for artillery that isn't on a modern style carriage).
way too few magic items designed for space combat - anyone for a wand or staff of sunbeam or ray of radiant damage (ie laser beam/blaster)
If you get around in wildspace/astral sea by thinking about your destination and flying on the straightline path there why do you need and when would you have learned the navigator skill in one of the backgrounds? I can see sort of maybe see the cartographer skill/tools so you can map a wildspace region but navigate?
This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is."
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If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.
If you get around in wildspace/astral sea by thinking about your destination and flying on the straightline path there why do you need and when would you have learned the navigator skill in one of the backgrounds? I can see sort of maybe see the cartographer skill/tools so you can map a wildspace region but navigate?
This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is."
You would presumably have to have at least some better clue about it or else you may well end up in someone else's 'secret lair,' or perhaps sail straight into a trap some other group or entity has laid for the BBEG. You might also just sail forever or might just sail straight into a massive headache for yourself as would happen if you stare at a blurry image too long.
I dont think so after all when the book says all you need to find a place is think about the examples were pretty general “the nearest githyanki outpost,” “the astral dominion of Hestavar,” or “Realmspace.” So I don't see "sir Dude the Destroyer's asteroid" as to farfetched of a destination, of coarse the DM can say that sir Dude set up wards preventing that from working but that would be homebrew as it's never stated in the book that that's possible of coarse it also doesn't say it not.
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If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.
Just saying, I saw a lot of people on this thread weren't happy with the higher prices on Spelljammer. So I started a thread about it to see what the general community thought.
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He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
I will grant that if you don't know that the bbeg of your adventure is "Sir Dude" you're going to have trouble thinking about "Sir Dude's Lair" . To me this means that the DM needs to keep info like that secret until its time to go beard the lion in his den. Even if it slips there are tricks like having him slip out the back of lair 1 while your fighting his minions and building up lair 2 (3, 4, ...) as the campaign continues. That doesn't really the fact that as long as your though is the guiding force of getting somewhere the navigator skill is, for spelljamming, a useless skill and something better like cartographer should replace it.
"This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is.""
actually you wouldn't - you wouldn't know where it is, how far away it is or how long it will take you to get there. All you would know is that it is somewhere in "that" direction and your headed there and will get there eventually. The astral and thought travel are really funny that way - you have to know a place exists and have some way to describe it well enough to individualize it so you don't go to the other potentially infinite number of nearly identical places, but you don't have to know where it is to be able to get there. Getting the info to individualize the location could be an adventure all its own.
"This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is.""
actually you wouldn't - you wouldn't know where it is, how far away it is or how long it will take you to get there. All you would know is that it is somewhere in "that" direction and your headed there and will get there eventually. The astral and thought travel are really funny that way - you have to know a place exists and have some way to describe it well enough to individualize it so you don't go to the other potentially infinite number of nearly identical places, but you don't have to know where it is to be able to get there. Getting the info to individualize the location could be an adventure all its own.
It's kind of a moot point though since there is no fixed location for anything in the astral plane so unless you have a portal that puts you directly into the base you can plunk yourself down wherever and be equidistance from your objective.
Really makes you wonder why they even bothered with the astral plane instead of keeping the spheres and the phlogistron.
I will grant that if you don't know that the bbeg of your adventure is "Sir Dude" you're going to have trouble thinking about "Sir Dude's Lair" . To me this means that the DM needs to keep info like that secret until its time to go beard the lion in his den. Even if it slips there are tricks like having him slip out the back of lair 1 while your fighting his minions and building up lair 2 (3, 4, ...) as the campaign continues. That doesn't really the fact that as long as your though is the guiding force of getting somewhere the navigator skill is, for spelljamming, a useless skill and something better like cartographer should replace it.
Well if Sir Dude has 10 lairs, choosing 'Sir Dude's Lair' could have you literally spinning in place since you have not specified which of them. And since they are likely not numbered.... And as it would presumably plot a direct course which could well intersect solid objects that would be awkward not to navigate around....
When you are not going somewhere that is reachable via a straight line course, that is where navigation skill likely comes in to play
This is less challenging then you might think since each of those lairs has a name and as soon as you know it you will progress to that point wherein you can go ahead and have the party each leave an upper decker in his toilet.
I am honestly surprised no one has brought up that the maps for the spelljammers are blatantly ripped from 2nd edition books and not even updated properly, several ships mention a room for Jettisons which are weapons they aren't using in 5e...also no ships in 5e support passengers as crew size determines air envelope and that is a function of weapon requirements... Want more crew you don't need a bigger ship with more mass you need one with more weapons standard on it?
And hilariously the vehicles in my saltmarsh, BGDiA, acquisitions, etc... All have Strength, Constitution, and Dexterity scores... But not spelljammer ships... So what if they need to make a check... Auto fail it seems... See the rules they setup for grappling ships... Creatures can escape.. but a ship can only escape if you destrou the aggressive ship.. it isn't even a weapon you can disable like a siege weapon... This isn't even save or suck it is enemy makes a to hit roll and the players are locked into a likely total party kill senario. If your ship isn't fast enough to avoid being grappled all you can do is pray your siege weapons kill enemy ship before it catches up... But if it does... It's pretty much going to be a wipe unless the DM is being merciful and having aggressive ship crew juggling idiot balls.
Some of the content in the books are good it's just they seem to have blown the budget or so much artwork they failed to add real substance to the books. The spells and magical items section is a joke. The adventure storyline has humor in it but the railroading is incredibly strong and tight. I expect my players to try to go off the rails all the time... But I'm used to it... I dislike how much I have to house rule in spelljammer simply because they wizards of the coast couldn't be bothered to produce could complete rules.. and odds are we won't see any more material for spelljammer for another decade or two...
The book is a group buy only. For Adventure League it a store buy only. Buy one copy for the store and put in the store library. The new rules could have been a 3 page blog post. Only Wotc product I have given two stars too.
I am honestly surprised no one has brought up that the maps for the spelljammers are blatantly ripped from 2nd edition books and not even updated properly, several ships mention a room for Jettisons which are weapons they aren't using in 5e...also no ships in 5e support passengers as crew size determines air envelope and that is a function of weapon requirements... Want more crew you don't need a bigger ship with more mass you need one with more weapons standard on it?
And hilariously the vehicles in my saltmarsh, BGDiA, acquisitions, etc... All have Strength, Constitution, and Dexterity scores... But not spelljammer ships... So what if they need to make a check... Auto fail it seems... See the rules they setup for grappling ships... Creatures can escape.. but a ship can only escape if you destrou the aggressive ship.. it isn't even a weapon you can disable like a siege weapon... This isn't even save or suck it is enemy makes a to hit roll and the players are locked into a likely total party kill senario. If your ship isn't fast enough to avoid being grappled all you can do is pray your siege weapons kill enemy ship before it catches up... But if it does... It's pretty much going to be a wipe unless the DM is being merciful and having aggressive ship crew juggling idiot balls.
Some of the content in the books are good it's just they seem to have blown the budget or so much artwork they failed to add real substance to the books. The spells and magical items section is a joke. The adventure storyline has humor in it but the railroading is incredibly strong and tight. I expect my players to try to go off the rails all the time... But I'm used to it... I dislike how much I have to house rule in spelljammer simply because they wizards of the coast couldn't be bothered to produce could complete rules.. and odds are we won't see any more material for spelljammer for another decade or two...
I'd have assumed it was fairly obvious given how the players guide feels like it's written by two different people; really seems like their should be more information on the phlogistron and crystal spheres but some "Big brain" decided to make it the astral plane which... makes no sense from a planar stand point.
I was first introduced to DND with 2e spell jammer and I have to say I don’t really like the conversion. I loved the Imperial Elven Navy, orignal arcane, and the phlogiston. Light of Xarysis kinda feels like they just stole the Elven imperial navy and turned it into an evil astral plane cult/empire/thing. The Arcane had a monopoly on helm making in previous editions, now any ninth level wizard with 5000 gold can make their own. If you use the books price, it’s 5000 gold to make a helm that sell for 7,500-10,000 which is ridiculous. To me it feels to strong for a 5th level spell. Should be at least 6th, probably 7th. Besides that the ships they give stats for are so few, I’m looking at the war captains companion and there are so many that would have been good for 5e; Flitters, battle dolphins, gnome ships, the death glory, elven armadas, jade spiders, the leech, locust ships, the mosquito, Dwarven citadels, dragon ships, Uspo (Dohwar penguin boat), the whale ship, and even the Spelljammer. Seriously, how do you make a setting named Spelljammer and not mention the actual Spelljammer once.
besides all that it’s pretty cool, I like the ship stats they do have and the different stat blocks for the new races, which was a nice touch. All it needed was more ships and better ship combat rules for me. Hell, instead of more ships I’d have taken a page on making your own ships. I’m pretty sure no one would’ve been unhappy with that. If I’d know this I probably still would’ve bought it but still, not my favorite 5e book. Definitely 5/10 for me.
Lets discuss what you liked and didn't like about the new Spelljammer: Adventures in Space box set
1) Close. It is not just any caster. The caster still has to know and be able to cast the spell. This means they have to be a wizard who has found the spell somewhere to learn it (so subject to DM decision as to availability) or be an artificer (subject to DM allowing the class. Not all DM's do). Plus it costs 5,000 gp. Still a strange way to handle it and likely as much a cop out to avoid having to come up with actual enchanting rules than anything else.
3) This is true of the surface naval combat rules as well and even normal personal combat. Momentum only counts in falling and turn rates are infinite. Facing is an optional rule for PC's and it is explicitly stated that ships can pivot as necessary to bring any and all guns to bear. It seems to be assumed that no one uses miniatures. No one at all. Nor has any ability to handle such concepts even if they did.
Greetings,
Yes, on 1., which is why I added the bit about being a good adventure idea for where the wizard obtained the spell. On this note, 1 helm for all sizes of ship from a minimum of 1 ton up to…..No weight limit in the 5E rules.
3. “Momentum only counts in falling and turn rates are infinite”. Please point me to this reference. Thank you. I saw the bit about turning, which makes no sense to me. The way it is written, a 100 ton Galleon can turn on a dime to bring all guns to bear as a facing. You try to turn a ship that large, that hard, your outboard (facing out of the turn) guns will be looking directly at the water as she will heel right over hard. Hence the term for a fighting galleon or larger was “ship of the line” as they would run in a line to avoid needing to turn.
Back to space though, if momentum counts for naught, then a 100 ton galleon can turn as fast as a 6 ton mosquito? The smaller, faster ship loses any slight advantage it may have had and dies rather quickly if it cant outmaneuver the larger ship. Basically bringing ship to ship down to, if it has more guns, just run tactics.
Your statement about it being assumed no one uses miniatures is accurate, and the part about them assuming no one …”has the ability to handle such concepts…” I think is pointedly accurate and a very clear statement of how the company views its customers….ability….to grasp concepts.
I agree with you. It’s a mess. Thanks for the response.
I am honestly surprised no one has brought up that the maps for the spelljammers are blatantly ripped from 2nd edition books and not even updated properly, several ships mention a room for Jettisons which are weapons they aren't using in 5e...also no ships in 5e support passengers as crew size determines air envelope and that is a function of weapon requirements... Want more crew you don't need a bigger ship with more mass you need one with more weapons standard on it?
And hilariously the vehicles in my saltmarsh, BGDiA, acquisitions, etc... All have Strength, Constitution, and Dexterity scores... But not spelljammer ships... So what if they need to make a check... Auto fail it seems... See the rules they setup for grappling ships... Creatures can escape.. but a ship can only escape if you destrou the aggressive ship.. it isn't even a weapon you can disable like a siege weapon... This isn't even save or suck it is enemy makes a to hit roll and the players are locked into a likely total party kill senario. If your ship isn't fast enough to avoid being grappled all you can do is pray your siege weapons kill enemy ship before it catches up... But if it does... It's pretty much going to be a wipe unless the DM is being merciful and having aggressive ship crew juggling idiot balls.
Some of the content in the books are good it's just they seem to have blown the budget or so much artwork they failed to add real substance to the books. The spells and magical items section is a joke. The adventure storyline has humor in it but the railroading is incredibly strong and tight. I expect my players to try to go off the rails all the time... But I'm used to it... I dislike how much I have to house rule in spelljammer simply because they wizards of the coast couldn't be bothered to produce could complete rules.. and odds are we won't see any more material for spelljammer for another decade or two...
I'd have assumed it was fairly obvious given how the players guide feels like it's written by two different people; really seems like their should be more information on the phlogistron and crystal spheres but some "Big brain" decided to make it the astral plane which... makes no sense from a planar stand point.
Yeah that was one thing that stood out to me. The Astral Plane is supposed to be another plane of existence entirely from the Material Plane (which Wildspace is in), and is supposed to be a liminal space that you pass through to get to the Outer Planes. The fact that there was barely (if any) exposition on the color pools, the psychic winds, or anything like that was...odd imo. My only guesses are that they expect you to look in the DMG for that stuff, or they're saving it for Planescape next year.
Also Spelljammer is a high magic, high fantasy setting. So why did they skimp so much on magic items? I can maybe handle spells being barebones, but you're in space. There should be magic items and futuristic weapons and such out the wazoo. Am I alone in thinking that?
Not at all alone. Considering there were maybe a hundred, space and spelljammer specific items in 2E. I mean, they pretty much copy/pasted the ship maps, why not the items with 5 min worth of tweaking?
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Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
I want to make a whole campaign with space clowns, but am I stupid or did we get zero information about the three ringed worlds and an expansion of the origin of Thrill Joy as well as the name of the god they worshipped? It's not in there, right?? I keep looking for it but find nothing. You know how Witchlight had all those world descriptions? Like that, but for the space clown world. Did they not do that??
I want to make a whole campaign with space clowns, but am I stupid or did we get zero information about the three ringed worlds and an expansion of the origin of Thrill Joy as well as the name of the god they worshipped? It's not in there, right?? I keep looking for it but find nothing. You know how Witchlight had all those world descriptions? Like that, but for the space clown world. Did they not do that??
From what I recall looking through the books, we don't get a lot on information on specific Wildspace systems in general. A few are featured in the adventure module, but you'd think there would at least be a summary of some key ones in the Astral Adventurer's Guide like how Van Richten's Guide to Ravenloft had info on a bunch of Domains of Dread and rules on how to make your own custom Domain of Dread.
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the basics in the complaint department have now been well covered - its not the book(s) it should have been and overpriced for what it is. I pretty much got more out of an hour's study of the SPelljammer wiki than I got from the books except for the races and backgrounds. So now to Nitpick -
If you get around in wildspace/astral sea by thinking about your destination and flying on the straightline path there why do you need and when would you have learned the navigator skill in one of the backgrounds? I can see sort of maybe see the cartographer skill/tools so you can map a wildspace region but navigate?
If your traveling by force of will what are all the sails etc there for on the ships?
In all the thousands of years of Spelljamming Has no one ever run into a catamaran hulled ship that can sail on water and stay upright as well if it lands on land?
Mangonels and Ballistae? really? with both artificers and Giff available with firearms and cannons? (the only reason I can see is that its easier for ballistae and mangonels to fire up or down than it is for artillery that isn't on a modern style carriage).
way too few magic items designed for space combat - anyone for a wand or staff of sunbeam or ray of radiant damage (ie laser beam/blaster)
Wisea$$ DM and Player since 1979.
This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is."
If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.
It does seem that way - of course you will fly right into all his/her/it’s traps and minions so it might not be the best idea.
Wisea$$ DM and Player since 1979.
Finally someone else!!! I've been talking in my local discord about this! I almost want to make the starting planet Druidia to just drive it home.
I dont think so after all when the book says all you need to find a place is think about the examples were pretty general “the nearest githyanki outpost,” “the astral dominion of Hestavar,” or “Realmspace.” So I don't see "sir Dude the Destroyer's asteroid" as to farfetched of a destination, of coarse the DM can say that sir Dude set up wards preventing that from working but that would be homebrew as it's never stated in the book that that's possible of coarse it also doesn't say it not.
If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.
Just saying, I saw a lot of people on this thread weren't happy with the higher prices on Spelljammer. So I started a thread about it to see what the general community thought.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.I will grant that if you don't know that the bbeg of your adventure is "Sir Dude" you're going to have trouble thinking about "Sir Dude's Lair" . To me this means that the DM needs to keep info like that secret until its time to go beard the lion in his den. Even if it slips there are tricks like having him slip out the back of lair 1 while your fighting his minions and building up lair 2 (3, 4, ...) as the campaign continues. That doesn't really the fact that as long as your though is the guiding force of getting somewhere the navigator skill is, for spelljamming, a useless skill and something better like cartographer should replace it.
Wisea$$ DM and Player since 1979.
"This part also means that you can find anything with no trouble at all for example "I need to find the bbeg super secret lair so I'm going to think really hard about it and then magically know where it is.""
actually you wouldn't - you wouldn't know where it is, how far away it is or how long it will take you to get there. All you would know is that it is somewhere in "that" direction and your headed there and will get there eventually. The astral and thought travel are really funny that way - you have to know a place exists and have some way to describe it well enough to individualize it so you don't go to the other potentially infinite number of nearly identical places, but you don't have to know where it is to be able to get there. Getting the info to individualize the location could be an adventure all its own.
Wisea$$ DM and Player since 1979.
It's kind of a moot point though since there is no fixed location for anything in the astral plane so unless you have a portal that puts you directly into the base you can plunk yourself down wherever and be equidistance from your objective.
Really makes you wonder why they even bothered with the astral plane instead of keeping the spheres and the phlogistron.
This is less challenging then you might think since each of those lairs has a name and as soon as you know it you will progress to that point wherein you can go ahead and have the party each leave an upper decker in his toilet.
I am honestly surprised no one has brought up that the maps for the spelljammers are blatantly ripped from 2nd edition books and not even updated properly, several ships mention a room for Jettisons which are weapons they aren't using in 5e...also no ships in 5e support passengers as crew size determines air envelope and that is a function of weapon requirements... Want more crew you don't need a bigger ship with more mass you need one with more weapons standard on it?
And hilariously the vehicles in my saltmarsh, BGDiA, acquisitions, etc... All have Strength, Constitution, and Dexterity scores... But not spelljammer ships... So what if they need to make a check... Auto fail it seems... See the rules they setup for grappling ships... Creatures can escape.. but a ship can only escape if you destrou the aggressive ship.. it isn't even a weapon you can disable like a siege weapon... This isn't even save or suck it is enemy makes a to hit roll and the players are locked into a likely total party kill senario. If your ship isn't fast enough to avoid being grappled all you can do is pray your siege weapons kill enemy ship before it catches up... But if it does... It's pretty much going to be a wipe unless the DM is being merciful and having aggressive ship crew juggling idiot balls.
Some of the content in the books are good it's just they seem to have blown the budget or so much artwork they failed to add real substance to the books. The spells and magical items section is a joke. The adventure storyline has humor in it but the railroading is incredibly strong and tight. I expect my players to try to go off the rails all the time... But I'm used to it... I dislike how much I have to house rule in spelljammer simply because they wizards of the coast couldn't be bothered to produce could complete rules.. and odds are we won't see any more material for spelljammer for another decade or two...
The book is a group buy only. For Adventure League it a store buy only. Buy one copy for the store and put in the store library. The new rules could have been a 3 page blog post. Only Wotc product I have given two stars too.
No Gaming is Better than Bad Gaming.
I'd have assumed it was fairly obvious given how the players guide feels like it's written by two different people; really seems like their should be more information on the phlogistron and crystal spheres but some "Big brain" decided to make it the astral plane which... makes no sense from a planar stand point.
I was first introduced to DND with 2e spell jammer and I have to say I don’t really like the conversion. I loved the Imperial Elven Navy, orignal arcane, and the phlogiston. Light of Xarysis kinda feels like they just stole the Elven imperial navy and turned it into an evil astral plane cult/empire/thing. The Arcane had a monopoly on helm making in previous editions, now any ninth level wizard with 5000 gold can make their own. If you use the books price, it’s 5000 gold to make a helm that sell for 7,500-10,000 which is ridiculous. To me it feels to strong for a 5th level spell. Should be at least 6th, probably 7th. Besides that the ships they give stats for are so few, I’m looking at the war captains companion and there are so many that would have been good for 5e; Flitters, battle dolphins, gnome ships, the death glory, elven armadas, jade spiders, the leech, locust ships, the mosquito, Dwarven citadels, dragon ships, Uspo (Dohwar penguin boat), the whale ship, and even the Spelljammer. Seriously, how do you make a setting named Spelljammer and not mention the actual Spelljammer once.
besides all that it’s pretty cool, I like the ship stats they do have and the different stat blocks for the new races, which was a nice touch. All it needed was more ships and better ship combat rules for me. Hell, instead of more ships I’d have taken a page on making your own ships. I’m pretty sure no one would’ve been unhappy with that. If I’d know this I probably still would’ve bought it but still, not my favorite 5e book. Definitely 5/10 for me.
Greetings,
Yes, on 1., which is why I added the bit about being a good adventure idea for where the wizard obtained the spell. On this note, 1 helm for all sizes of ship from a minimum of 1 ton up to…..No weight limit in the 5E rules.
3. “Momentum only counts in falling and turn rates are infinite”. Please point me to this reference. Thank you. I saw the bit about turning, which makes no sense to me. The way it is written, a 100 ton Galleon can turn on a dime to bring all guns to bear as a facing. You try to turn a ship that large, that hard, your outboard (facing out of the turn) guns will be looking directly at the water as she will heel right over hard. Hence the term for a fighting galleon or larger was “ship of the line” as they would run in a line to avoid needing to turn.
Back to space though, if momentum counts for naught, then a 100 ton galleon can turn as fast as a 6 ton mosquito? The smaller, faster ship loses any slight advantage it may have had and dies rather quickly if it cant outmaneuver the larger ship. Basically bringing ship to ship down to, if it has more guns, just run tactics.
Your statement about it being assumed no one uses miniatures is accurate, and the part about them assuming no one …”has the ability to handle such concepts…” I think is pointedly accurate and a very clear statement of how the company views its customers….ability….to grasp concepts.
I agree with you. It’s a mess. Thanks for the response.
Happy hunting.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
Yeah that was one thing that stood out to me. The Astral Plane is supposed to be another plane of existence entirely from the Material Plane (which Wildspace is in), and is supposed to be a liminal space that you pass through to get to the Outer Planes. The fact that there was barely (if any) exposition on the color pools, the psychic winds, or anything like that was...odd imo. My only guesses are that they expect you to look in the DMG for that stuff, or they're saving it for Planescape next year.
Also Spelljammer is a high magic, high fantasy setting. So why did they skimp so much on magic items? I can maybe handle spells being barebones, but you're in space. There should be magic items and futuristic weapons and such out the wazoo. Am I alone in thinking that?
Salutations,
Not at all alone. Considering there were maybe a hundred, space and spelljammer specific items in 2E. I mean, they pretty much copy/pasted the ship maps, why not the items with 5 min worth of tweaking?
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
I want to make a whole campaign with space clowns, but am I stupid or did we get zero information about the three ringed worlds and an expansion of the origin of Thrill Joy as well as the name of the god they worshipped? It's not in there, right?? I keep looking for it but find nothing. You know how Witchlight had all those world descriptions? Like that, but for the space clown world. Did they not do that??
From what I recall looking through the books, we don't get a lot on information on specific Wildspace systems in general. A few are featured in the adventure module, but you'd think there would at least be a summary of some key ones in the Astral Adventurer's Guide like how Van Richten's Guide to Ravenloft had info on a bunch of Domains of Dread and rules on how to make your own custom Domain of Dread.