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From: Daniel Davis <thecatlord@???.com> Date: Sun, 7 Apr 2002 18:31:19 -0400 Subject: Re: spelljammer d20 review
Ok here is my indepth review of the new spelljammer setting. Chapter one Races-all the stuff here is specific to the system. No new races just the one from the PH. Classes-core classes talked about for about a page then we get the 5 prestige classes, which are master Scavenger,Planetary Explorer, Spelljammer Ace, stellar Corsair, and Storykeeper. master scavenger is for gnomes only,and has 5 levels Planetary Explorer a 10 level class good for rangers not much else spelljammer ace-10 levels gives +1 to spellcasting level each level, a must have for any ship stellar Corsair-10 levels this and the spelljammer ace makes up for the other classes storykeeper- 5 levels +1 to spellcasting level each level, if your not a bard this class is not for you Skills- knowlege local-pick a planet knowlege space-anything in space pilot-this is the spelljamming skill, allows you to up the maneuverability of the ship to do a movement that it normally could not do. profession added spacehand Feats- acrobatic- + to jump and tumble athletic- + to climb and swim ballista specialist- + to attack roll ballista master-+ to attack roll cannon master &specialist- as ballista craft spelljammer helm-make a helm endurance + to save for effect of foul and stale air spelljammer helm operation-makes the pilot skill a class skill spelljammer specialization- pick a ship hull type get a bonus to your pilot skill with it stealthy- + to hide and move silently background feats can only be taken at 1st level Born spacer, education, from the gutter, Mysterious heritage, and no identity these are like regional feats from the FRCS Chapter two spelljamming helms- major can power up to a size awesome ship minor can power up to size gargantuan ship movement- two speeds cruising and tactical, major helms are twice as fast the minor ones(note the article only deals with the planets and does not talk about the outer parts of the system so shells could still be there if you want them ) natural gravity-deals with how far you must be from something before you can hit cruising speed. to much math for me. air-gives rules for air, a helm help Maintains the air by recycling it. it takes some time to improve the air from one cat to another. crew- effects pilot checks and attack rolls ship combat- uses a grid with 30 ft squares spelljammer size- adds a new category awesome 128 ft and up(or for those of you using really big ships 128 to 256 ft)size modifies ac and pilot checks. tactical speed- depends on your ship size and the helm you are using, anywhere from 180 ft to 30 ft per round spelljammer facing-deals with facing and weapon facing maneuvering- has a chart like the one in the dmg. not all ships can hover only good and prefect :) it gives rule on how to use pilot skill to increase your maneuverability. failed maneuvers- rules for failed maneuvers ramming(and Crashing) dmg is done to both ship. dmg is determined by size and speed. if the ramming ship has a ram it takes only half dmg Attacking- general rules for attacking and repairing dmg Spelljamer descriptions ships have the following stats helm type size face crew- min/max and quality material-hardness is used HP-range from 30 to 600 for the ships listed in the article initiative speed in ft plus mc class arm-ships weapons Sa-special attacks sq-special qualities lc-landing cargo-cargo space in tons the rest of the chapter gives the stats of the ships. 14 ships in all. the vehicle rules in Dragon are much better. their is no clear way to figure out a ships hp it looks like they just picked a number they liked. this is the worst part of the article. chapter 3 Equipment and magic weapon's-adds the cutlass,flamegun(5 shots before reload),pistol(1 shot),rifle(1 shot),scattergun(5 shots before reload), cannon and billlista. has nice table with all of them on it. Equipment add an airsuit allows you 12 hours of air before filter needs to be replaced, gunpowder and passage costs spells- no new spells just details how some spells work in space magic items-adds the float anchor(levitates the ship), gadabout(no longer gives food and only functions for two hours of flight time still makes air) lifejammer-a two seat helm one drain the other controls does con damage per hour of use cost 15000 gp minor 40000 gp major spelljammer helm-tactical speed based on ship size, recycles air,cost 20000 gp minor 50.000 gp major needs a caster level of 12 artifacts- only one crown of the stars is a minor artifact can override a normal helm on a ship does not say if it works as a minor or major but I think it would be a major if it can override a normal helm chapter 4-setting the system has a sun 5 planets and asteroid belt(former gnome homeworld) 3 of the planets are homeworlds to the main races 1 is desert world with lots of old ruins, the other is a jungle world with a fallen empire of yuan-ti. the chapter gives a brief description of each planet and the races the live on it.also gives adventure ideas for the planets. this system is nice and would make a good back water system. chapter 5- enemies list the goals and motives of the 5 main enemies in the system which are mind flyers, drow, yuan-ti, Formains, and sahuagin Overall I like setting and equipment (helms are a little too cheap but can live with that) but most of chapter two should be replaced with the rules from dragon. It feels like they did real work on everything but the ship rules and just threw something together quickly for the ships from the various rules that are on the web. The rules in the current dragon are much better and just and the helm rules too them and you are good to go. Daniel Davis -aka The Cat Lord Yahoo ID- thecatlord MSN ID- thecatlord ICQ# 138016824
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