So while we already have a thread for discussing how we feel about spell jammer, I felt we needed one for actually rating it so here it is. 1 being absolute shit and 5 being totes awesome.
I feel you need something that shows what the numbers mean. I suspect you mean them in the sense of 1 star to five stars, but I'm also suspicious of 1 meaning it's number one or something. I'm probably over thinking it, but I still feel I'd vote if I was certain.
I feel you need something that shows what the numbers mean. I suspect you mean them in the sense of 1 star to five stars, but I'm also suspicious of 1 meaning it's number one or something. I'm probably over thinking it, but I still feel I'd vote if I was certain.
I edited my original post to clear it up.
Rollback Post to RevisionRollBack
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.
I absolutely hated it. It drew on the work of older creatives and poorly. Newer writers or designers, however you want to call them, seem to be shackled by a complete lack of imagination and inspiration. The idea of Spelljammer remains compelling but the only thing we received here were statistics. Along with Monsters of the Multiverse it made me decide to never preorder another WotC book again, and even if reviews from people I trust are good I wouldn't purchase until discounts were available.
I've been waiting for an update since they released 3rd edition in 2k. Spelljammer is one of the frames which defines the D&D Universe, WotC has ignored it since they took over.
And we get 3 books in a bundle, I'm hyped. They include the classic Dark Sun Bug Race, even more hyped, updates to other classic SJ races, feeling over the top.
Get the books, they are a bit light on the rules, no real space maps, no crystal spheres (Ok that bit was kind of dumb in the original system). Oh hey they took the Ape race and made it into a racist parody. Dammit. I want to love this, I want to use it, ... instead It's going to be shelved and I'm going to continue using my AD&D rules.
2, beastiary had some neat in it, character options are nice (with Hadozee fixed) but the Spelljamming rules are lacking and actually don't connect well with itself. The content taken as a whole barely amounts to a regular 5e release, and it's being put out at a higher pricepoint. And that's the physical product, I'm told there are some really useful tables on the screen that didn't make it into digital (yet maybe?).
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
5, The way the adventure is laid out makes it super easy on the DM to run. Has to be the easiest adventure to run yet released. Hoping this format (Parts split into session long chapters) is kept in the future.
Personally, I gave it a 4 out of five. A good number of new races I can give my players and some new monsters that should be easy enough to translate to non-Spelljammer campaigns, and just generally seems like a fun setting, while still providing things I can actually use in my homebrews.
Still, while I expect I and my players will get decent use out of some of its elements, it felt a bit light on magical items, had issues with racism, some mechanics issues, and felt a little rushed, but I still think it was more good than bad.
It had some pluses to it but it really felt mailed in at the end of the day. I gave it a 3, though it is more of a 2.75. Best I can say for it, is it’s given me a decent baseline to convert all my 2E Spelljammer to 5E as I need it.
I gave it a 3 as while I liked the new monsters and the campaign while on rails has lots of ways to help a DM salvage a situation when the party fails at something to avoid failing the entire campaign.
What brings it down from a 4 or 5 is the complete lack of rules to make a sandbox. They mention all these Wildspace systems that can exist but don't even give a table to generate something quickly. They mention stuff in the astral plane but just leave it up to our imagination...and the biggest blow was how they handled spelljammer combat but without proper vehicle maintenance, construction, or modification rules along with the reintroduction of if your hit you suck with how ships are grappled and the only way a party can escape is to slaughter other side or destroy other ship. Unlike other weapons you can't attack the grappling mechanism and break it to be able to flee.
I do like how they are keeping things simple in other regards, the movement rates allow PCs to fight alongside crew operated siege weapons (if you have enough crew to do so) to make the battles different from the typical fights on the ground.
With errata or additional freebie stuff like the spelljammer monster compendium they released they could fix these flaws. And at such time I'll revise my vote. There is some good and some bad with these books.
The only thing that met my expectations was the art (hey if your an artist on this bloody well done)
Nearly everything else was disappointment... Lore, and World building it feels like they forgot it all together, combat rules not even enough to usable, creating a Sphere a big ZERO and same with any of the old Spheres (like Realmspace) ZERO
A nearly complete lack player options, the races were pretty good for the most part with the obvious exception (I don't know why they did use the 3.5 Stormwracked lore it was good) and the backgrounds being far to strong at the moment to be playable (it would be disappointing if OneDND goes in a different again with backgrounds leaving these backgrounds to powerful to used)
I gave it a one. Yes, the races are nice and the beastiary is amazeballs, but the sheer technical incompetence regarding descriptions of space, space travel, space combat and a complete lack of compelling reasons to go into space combined with how the module was about of the quality that I would have expected to find on a Angelfire or Tripod page circa 1995 does not justify spending 40% more.
Frankly, it completely fails at what it's supposed to do.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So while we already have a thread for discussing how we feel about spell jammer, I felt we needed one for actually rating it so here it is. 1 being absolute shit and 5 being totes awesome.
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.
I feel you need something that shows what the numbers mean. I suspect you mean them in the sense of 1 star to five stars, but I'm also suspicious of 1 meaning it's number one or something. I'm probably over thinking it, but I still feel I'd vote if I was certain.
I gave it a 2, it has a lot of cool content but a lot of other important stuff is missing from it.
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 edited my original post to clear it up.
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.
I absolutely hated it. It drew on the work of older creatives and poorly. Newer writers or designers, however you want to call them, seem to be shackled by a complete lack of imagination and inspiration. The idea of Spelljammer remains compelling but the only thing we received here were statistics. Along with Monsters of the Multiverse it made me decide to never preorder another WotC book again, and even if reviews from people I trust are good I wouldn't purchase until discounts were available.
I've been waiting for an update since they released 3rd edition in 2k. Spelljammer is one of the frames which defines the D&D Universe, WotC has ignored it since they took over.
And we get 3 books in a bundle, I'm hyped. They include the classic Dark Sun Bug Race, even more hyped, updates to other classic SJ races, feeling over the top.
Get the books, they are a bit light on the rules, no real space maps, no crystal spheres (Ok that bit was kind of dumb in the original system). Oh hey they took the Ape race and made it into a racist parody. Dammit. I want to love this, I want to use it, ... instead It's going to be shelved and I'm going to continue using my AD&D rules.
2, beastiary had some neat in it, character options are nice (with Hadozee fixed) but the Spelljamming rules are lacking and actually don't connect well with itself. The content taken as a whole barely amounts to a regular 5e release, and it's being put out at a higher pricepoint. And that's the physical product, I'm told there are some really useful tables on the screen that didn't make it into digital (yet maybe?).
Jander Sunstar is the thinking person's Drizzt, fight me.
5, The way the adventure is laid out makes it super easy on the DM to run. Has to be the easiest adventure to run yet released. Hoping this format (Parts split into session long chapters) is kept in the future.
Personally, I gave it a 4 out of five. A good number of new races I can give my players and some new monsters that should be easy enough to translate to non-Spelljammer campaigns, and just generally seems like a fun setting, while still providing things I can actually use in my homebrews.
Still, while I expect I and my players will get decent use out of some of its elements, it felt a bit light on magical items, had issues with racism, some mechanics issues, and felt a little rushed, but I still think it was more good than bad.
It had some pluses to it but it really felt mailed in at the end of the day.
I gave it a 3, though it is more of a 2.75.
Best I can say for it, is it’s given me a decent baseline to convert all my 2E Spelljammer to 5E as I need it.
I gave it a 3 as while I liked the new monsters and the campaign while on rails has lots of ways to help a DM salvage a situation when the party fails at something to avoid failing the entire campaign.
What brings it down from a 4 or 5 is the complete lack of rules to make a sandbox. They mention all these Wildspace systems that can exist but don't even give a table to generate something quickly. They mention stuff in the astral plane but just leave it up to our imagination...and the biggest blow was how they handled spelljammer combat but without proper vehicle maintenance, construction, or modification rules along with the reintroduction of if your hit you suck with how ships are grappled and the only way a party can escape is to slaughter other side or destroy other ship. Unlike other weapons you can't attack the grappling mechanism and break it to be able to flee.
I do like how they are keeping things simple in other regards, the movement rates allow PCs to fight alongside crew operated siege weapons (if you have enough crew to do so) to make the battles different from the typical fights on the ground.
With errata or additional freebie stuff like the spelljammer monster compendium they released they could fix these flaws. And at such time I'll revise my vote. There is some good and some bad with these books.
Will admit that I do love the artwork...
I was intensely disappointed in the book...
The only thing that met my expectations was the art (hey if your an artist on this bloody well done)
Nearly everything else was disappointment... Lore, and World building it feels like they forgot it all together, combat rules not even enough to usable, creating a Sphere a big ZERO and same with any of the old Spheres (like Realmspace) ZERO
A nearly complete lack player options, the races were pretty good for the most part with the obvious exception (I don't know why they did use the 3.5 Stormwracked lore it was good) and the backgrounds being far to strong at the moment to be playable (it would be disappointing if OneDND goes in a different again with backgrounds leaving these backgrounds to powerful to used)
Wizards of the Coast Feedback/Support
https://support.wizards.com/hc/en-us/requests/new
1 point for the bestiary and that's it; the phrase "bare bones" isn't sufficient, that implies that the structure is at least complete.
I gave it a one. Yes, the races are nice and the beastiary is amazeballs, but the sheer technical incompetence regarding descriptions of space, space travel, space combat and a complete lack of compelling reasons to go into space combined with how the module was about of the quality that I would have expected to find on a Angelfire or Tripod page circa 1995 does not justify spending 40% more.
Frankly, it completely fails at what it's supposed to do.