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Next Message: Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149)
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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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SubjectFromDate (UTC)
Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149)    Charles Sykora    10 Aug 2005 11:35:58
Re: SPELLJAMMER-L Digest - 7 Aug 2005 to 8 Aug 2005 (#2005-149)    Dreamer    10 Aug 2005 19:33:37

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