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Month Index: February, 1995


From:     "Jim M. Sales" <jsales@???????.????.???.edu>
Date:     Thu, 2 Feb 95 10:18:24 CST
Subject:  Re: instant stops
>	Yes, the instant stop is silly, but remember - IT's MAGIC.  It can
>whatever the hell it wants.  Besides, who's to say it's an instant stop
>anyway?  This does explain the variable encounter range.  Maybe the detection
>range of the ship is really huge and it starts slowing down really early.
>BUT, for mechanics and playability, it is an 'instant' stop.

I interpreted the rules to mean that Spelljamming speed is sort of like the
hyperspace that exists in so much Sci Fi literature.  When two objects of
1 ton or more get to close they both "drop out" of spelljamming speed and
enter tactical, which varies by the SR.

Most moduals have encounters that state this: "The party's ship drops out
of spelljammer speed, the enemy ship is 14 hexes away 30 degrees port and
aft with an SR of 4.

This implies that the ships don't actually stop.  They just drop out of the
really fast speed instantly.  Perhaps inertia an other physics don't apply.
Good thing too, or we would have a science-fiction excercise rather than
a cool game to play

Jim
jsales@???????.????.???.edu


Previous Message: RE:[sj382] Ship Battles
Next Message: Re: instant stops
Month Index: February, 1995

SubjectFromDate (UTC)
instant stops    Jim M. Sales    02 Feb 1995 16:18:24
Re: instant stops    Michael Sandy    03 Feb 1995 04:09:00

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