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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/
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Month Index: August, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147) | Charles Sykora | |||
| Re: SPELLJAMMER-L Digest - 4 Aug 2005 to 6 Aug 2005 (#2005-147) | Dreamer |