Hey guys, just wondering. How does combat, movement and other core mechanics of 5e work in the Astral Plane. I have the DM screen from Spelljammer: Adventures in Space, and it says that combat works differently, such as melee attacks have disadvantage unless they have piercing (or are in 5ft of range), and movement like you can push off areas to get to further places as it is weightless in space. If there is any resource that describes this, maybe its the actual books that came with the Spelljammer set, or a youtube video, anything would help.
The spelljammer book does have more information about the astral plane and how things work. Both the plane generally and when on a spelljammer. However, the book is a bit controversial. It gives some ideas, but many people say it’s lacking and doesn’t give enough detail. Certainly, there will be more than what’s on a DM screen, but whether that’s enough for you I can’t really say.
There is always the option of just making it up. Decide how you want things to work in your group and go from there. As long as you remain consistent from one session to the next, you should be ok.
Hey guys, just wondering. How does combat, movement and other core mechanics of 5e work in the Astral Plane. I have the DM screen from Spelljammer: Adventures in Space, and it says that combat works differently, such as melee attacks have disadvantage unless they have piercing (or are in 5ft of range), and movement like you can push off areas to get to further places as it is weightless in space. If there is any resource that describes this, maybe its the actual books that came with the Spelljammer set, or a youtube video, anything would help.
Thanks.
The spelljammer book does have more information about the astral plane and how things work. Both the plane generally and when on a spelljammer.
However, the book is a bit controversial. It gives some ideas, but many people say it’s lacking and doesn’t give enough detail. Certainly, there will be more than what’s on a DM screen, but whether that’s enough for you I can’t really say.
There is always the option of just making it up. Decide how you want things to work in your group and go from there. As long as you remain consistent from one session to the next, you should be ok.
Total tangent...
Astral Plane Mechanics... Do you have to join the union? Or is it mostly freelance? Also, I can provide my own tools.
:-D