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Month Index: May, 2006


From:     Terry Masson <tilaurin@?????.com>
Date:     Mon, 1 May 2006 16:30:16 +0930
Subject:  Re: 3e Ship Weapon Enchantments
> I don't know what this table means either. How do we decide if a weapon is
> going to be minor, medium or major?

Same way you do for normal magic stuff, uve never read the 3e DMG?

> What is the difference between a "velocity cannon" and an accelerator? Why
> is a velocity cannon a bludgeoning weapon when both a cannon and an
> accelerator are piercing weapons?

A velocity Cannon was a homebrew thing I used to have in my campaign
back in the 2e days, thats just a placeholder for if I update it.

> The CoaS always has fireball spells (including delayed ones) explode
> immediately, so this spell should not allow a sorcerer or wizard to get
> round this rule. Bolts should explode as soon as they are taken into the
> phlogiston.

The enchant isnt on the bolts, its on the weapon, and in the flow i
would have any fire spell immediately go off on the weapon, when
fired.

> This is very similar to the Imbue Arrow ability of the Arcane Archer PrC.
> Why not just let the Arcane Archer use their abilities on Balista instead of
> having a second set of rules.? See the Arcane Archer PrC for more info:
> http://www.d20srd.org/srd/prestigeClasses/arcaneArcher.htm

While I'm quite familiar with the arcane archer, I dont believe it to
be suitable for shipboard weaponry.  Whats the arcane archer meant to
do for the rest of the campaign, wander around with a heavy ballistae?

> Again this is the same as the Seeker Arrow ability of the Arcane Archer.

Likely :)  this, however, is a ship enchant.

> You don't need this - a normal Darkness and Light spell cast on a balaista
> bolt gives you 100 percent guarenteed darkness or light for 10 mins per
> caster level:
> http://www.d20srd.org/srd/spells/darkness.htm
> http://www.d20srd.org/srd/spells/light.htm

True, but the bolt or shot could be removed, couldnt it?  this causes
the spell to effect the area struck...  and thus it cant be removed by
non-magical means.

> Dimension anchor would be used to stop something planeshifting - a method
> for slowing things down would be an Arcane Archer with a slow spell cast on
> an arrow!

Dimension Anchor is the spell requirement...  NOT the effect..  not
everything that uses a spell to create something replicates that
spell.

> I don't like this enchantment name. It isn't really descriptive of what it
> does.
>
> This would *NOT* work in the Phlogiston as teleportation effects involve
> instantanous travel via the Astral Plane and the flow blocks this.

It spawns a door, whats not obvious about that?

And yes, obviously it wouldnt - I dont see a need to repeat basic
setting info in half the enchantment descriptions ;)

> Rather than inventing a new effect, it might be better to call this
> Spelljammer Shock and make it cause a Spelljammer Shock critical hit. The
> helmsman can (and should) have a saving throw.
>
> In fact I think there should be a high level SJ spell that causes a
> Spelljammer Shock effect (with a saving throw - of course).

Aye, I wanted a decently high DC on the save though.

> I think you should keep spell rules and psionics rules apart to avoid
> confusion and also to help people that are not using the 3e psionics rules.

Psionics have always been present in my games, I would much rather
leave them in the general document and confuse others slightly than to
double my own workload when doing stuff :)  Ideally, id like a PH &
DMG that includes psionics.

> Who is farsighted? The weapon loader, the weapon itself or the ammo?
>
> The ability sounds too similar to the Far Shot feat:
> http://www.d20srd.org/srd/feats.htm#farShot
>
> I think that this could be replicated non-magically by using an overpowered
> weapon. An overpowered weapon, could either be a larger than normal weapon,
> or one that has the mechanism over wound in order to increase range. (A
> weapon that has its mechanism over wound should probably have a risk of
> damage - perhaps it [or rather the person firing it] has to make a saving
> throw.)

Interesting idea for the mechanical process, but I like the idea I
came up with.  Farsighted is the name of an enchant for a siege/ship
weapon, it doesnt literally extend anyones vision..  just makes it
easier to deal with range.

> Mage hand is not an ethereal spell. I don't know what helping hand is.
>
> I think that the same thing could be achived with an Unseen Servant spell.
> You might need to power up the spell in some way if balista shot weighs more
> than 20 pounds.

Unseen servant would be a good spell for the enchant aswell.

> Huh? What does this do? Is it supposed to be like a present day tracer
> bullet? It should really work in a similar way to the Faerie Fire spell

Huh? Whats not clear about it?  If you hit something with this weapon,
then for the rest of the round other shots get a +2 competence bonus
due to a flare effect...  that IS meant to be similar to faerie fire,
except with a duration of one round (after all, ships are damn big
things)

> This sounds similar to the Improved Critical feat. Why not just let
> weaponeer characters take Improved Critical for ship weapons.

So you're saying the keen enchant is superfluous?

Its just a ship weapon version of the exact same enchant.

> Dimension Door is a teleportation effect. As it uses instantaneous travel
> across the astral plane it doesn't work in the Phlogiston. Returning Ammo
> should not work their either.

Again - this is standard for the setting, I see no need to repeat in a
document where Id rather keep the size down :)

> David "Big Mac" Shepheard

A couple of good notes mate, cheers for the feedback.

Tilaurin


Previous Message: Re: 3e Ship Weapon Enchantments
Next Message: Re: Enhance Manueverablility 3e conversion
Month Index: May, 2006

SubjectFromDate (UTC)
3e Ship Weapon Enchantments    Terry Masson    07 Apr 2006 05:08:05
Re: 3e Ship Weapon Enchantments    Dreamer    07 Apr 2006 08:50:25
Re: 3e Ship Weapon Enchantments    Terry Masson    08 Apr 2006 03:23:16
Re: 3e Ship Weapon Enchantments    Dreamer    08 Apr 2006 12:02:18
Re: 3e Ship Weapon Enchantments    Terry Masson    08 Apr 2006 18:05:20
Re: 3e Ship Weapon Enchantments    Dreamer    08 Apr 2006 21:20:20
Re: 3e Ship Weapon Enchantments    Terry Masson    09 Apr 2006 00:44:45
Re: 3e Ship Weapon Enchantments    Dreamer    09 Apr 2006 07:49:31
Re: 3e Ship Weapon Enchantments    David Shepheard    01 May 2006 05:39:34
Re: 3e Ship Weapon Enchantments    Terry Masson    01 May 2006 07:00:16

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