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From: Charles Sykora <charlesdsykora@???.com> Date: Wed, 10 Aug 2005 07:35:58 -0400 Subject: Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149)
> > Interesting set of mechanics, though I am not a 3e player, so I > may have missed some details. > I appreciate you taking the time to reply. You are the only one to have done so. > 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? > Well, I agree. I thought the material on BtM would suffice in this regard, but maybe I should rethink this. > 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? > Yes, it does. One of the few things that always bothered my about SJ is that only magic classes could Spelljam. So I fixed that, but now magic classes would be penalized by not being able to use spells, so I had to fix that too. I tried to preserve the fatiguing nature of the original spelljamming, however...thus the reason for the new method of casting spells. > 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? > As I said, I wanted to preserve as much of the original SJ as possible, so when I opened up jamming to anyone who took the prestige class, I felt I needed something like this. > 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? > I may not have explained it very well, but under my concept, you would have to possess this prestige class to spelljam. > 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? > > Great ideas! I'll roll them in when I revise it. > 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.) > Hopefully, my remarks above clarify what I was trying to do, but let me know if there is something else I should consider. > -- > Dreamer > dreamer@??????.?????.??.uk > http://www.romsys.demon.co.uk/ > > ------------------------------ > > End of SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149) > ******************************************************************
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Next Message: Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149)
Month Index: August, 2005
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149) | Charles Sykora | |||
| Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149) | Dreamer |