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From:     JJJ <ladob@???????.com>
Date:     Fri, 27 Sep 2002 21:55:39 -0300
Subject:  Re: Create Helm spells - Edition Clearness
----- Original Message -----
From: JJJ <ladob@??.???.br>
To: Discussion list for the Spelljammer campaign setting
<SPELLJAMMER-L@??????.???????.com>
Sent: Friday, September 27, 2002 9:44 PM
Subject: Re: Re: [SPELLJAMMER] Create Helm spells - Edition Clearness


> > First of all, why wouldn't we want "novices" flying around?  Unless you
> > play a very high powered game (and even then) 5th level priests should
> > be much more common than 7th level priests.  Also, high level rangers
> > can cast the spell at this level and high level paladins get it sooner.
> >  That means more people tooling around space.  That's always a Good
> > Thing (TM).  Also I'm not sure what you mean by novice.  Now in 3e a
> > 5th level character is barely out of diapers due to the quick
> > advancement but in 1e and 2e 5th level is someone that's been around
> > for a few years (remember, NPCs are assumed to level slower than PCs
> > most of the time).  And why put a 50 ton limit on it?  What purpose
> > does it serve?  That can't even move a hammership yet we know
> > hammerships are some of the oldest craft in space and that in the not
> > too distant past furnace helms were the best there was that was
> > generally available.  Thus the spell should be able to power a
> > hammership at least.
>
> Okay, i agree with the 9th lvl for Wizards, but i still feel the priestly
> one isn't right. There are two problems here: a) Spelljamming "Uniqueness"
> and (more significant) b) D&D Edition.
>
> A) If Planeshift (a 5th lvl spell) sends the caster through the planes,
3rd
> lvl seens to early for spacefaring. I still reinforce 4th lvl because in
2nd
> Ed. terms it would be necessary to have Major Sphere acess, which seens
> likely for such powerful traveling. If we are playng in 3rd Ed., it may
not
> make that much sense, IN THIS REGARD, but...
>
> B) Nowadays, with 3rd ed. being so diferent in pc power structure, new
> spells gain a new dimension of discussion: in what Edition are we
discussing
> it? There are still many players who prefer the former editions, better
> state two spell levels when needed. In the original SJ campaign, pcs where
> expected to be of a little higher lvl than usual, like 3rd-6th. To gain
the
> possession of a spelljamming version was a major acomplishiment, much less
> the ability to propel one by your own power, so the Create Helm spells
where
> of a fairly high level (5th and up)... However in 3rd Ed., a 5th lvl Pc is
> your commoner on the street, and there is a more "manga" oriented kind of
> adventure, with monty haul pcs being fairly common. I am not saying that's
> an bad thing, its only diferent. Anyway, in that context, i can imagine a
> 3rd level priest furnace spell, but a still prefer the flavor of letting
> players wait a little.
>
>
>
>


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SubjectFromDate (UTC)
Re: Create Helm spells - Edition Clearness    JJJ    28 Sep 2002 00:55:39
Re: Create Helm spells - Edition Clearness    Thatotherguy    30 Sep 2002 15:08:30

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