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From:     Dreamer <dreamer@??????.?????.??.uk>
Date:     Mon, 8 Aug 2005 08:46:43 +0100
Subject:  Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147)
In <URL:news:local.spelljam> on Sun 07 Aug, Charles Sykora wrote:
> OK, I finally went back to my old computer and got my Spelljammer
> Prestige Class file off of it.  It is a word document with lots of
> tables that I'd rather not convert to raw text.  The link to the file
> is:
>
> http://homepage.mac.com/charlesdsykora/Spelljammer%20Prestige%20Class.htm
>
> I'm on the digest version of the list, so I won't be able to reply in a
> timely manner with any comments on the work unless you send an e-mail
> directly to me from the page above.
> Anyway, awaiting any feedback.  I'm not totally pleased with the work,
> and I may modify it entirely or add a different Jammer class.
>
> --Dale--

Interesting set of mechanics, though I am not a 3e player, so I
may have missed some details.

If you wish to introduce a Prestige Class associated with Spell-
jamming, would it be a good idea to list the sort of skills that
someone could have in a Spelljamming context, without going so
far as to actually take this class?

This would make it clearer what lesser spelljammers would be
like, or possibly the range of skills and feats that might lead
someone to this class. I realise that some of this is covered by
the prerequisites for this class, but I suspect there are
optional skills and feats that might be mentioned.

Again, I am not sure I understand, but does this class allow
(limited) spell casting while also acting as a helmsman?

The style of magic is interesting, but I am not clear that it is
necessary or desirable to introduce a new class of magic use as
part of this Prestige Class. Why was this felt to be necessary?

Would it be more reasonable to make this make use a class option
(if such a thing is possible) rather than the core of the class?
Maybe a talent those very skilled with a Helm tend to pick up,
which might conceivably be reached by other routes? I would have
thought the ability to use a Helm was the critical thing, which
those with arcane or divine magics from their other classes would
already have, not a new way of using magic?

Again, my limited knowledge of 3e hampers me here, but would
adding perception modifiers to spotting things while sensing
through the body of the ship be a good idea? Maybe an improved
resistance to being injured when the structure of the ship is
damaged (which is what I assume Spelljamming Shock is partly
about)? Something to do with navigation or direction sense - a
'spelljamming instinct'? Maybe the ability to ignore some loss to
maneuverability due to the ship being damaged - superior
piloting?


Just a few ideas...

Maybe if you listed some design ideas for this class, why you
built it the way you did, this might make your design choices
clearer? (I am not suggesting that these be added to the class,
just mentioned here on the list.)

--
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/


Previous Message: Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147)
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Month Index: August, 2005

SubjectFromDate (UTC)
Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147)    Charles Sykora    07 Aug 2005 18:34:14
Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147)    Dreamer    08 Aug 2005 07:46:43

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