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Month Index: September, 2007
From: David Shepheard <david_shepheard@???????.com> Date: Sat, 8 Sep 2007 01:40:23 +0100 Subject: Re: Tech & SJ
From: "Steven" <steven.james.1@??????????.??.uk> Sent: Monday, August 27, 2007 2:20 AM ><snip>...But "tech" does not necessarily mean *EARTH* tech, again, this > is what folk get caught up on, because...all we know is our own tech ;) > > Since steam power and gunpowder are impractical (and steam requires > precision machining, that's another problem), what other things can be > done? > Elven ship tech, yes, very good point! So are Accelerators, alas I don't > have the Hackjammer book, but magical or unusual things can be used. > > Ever seen the old British film, "The First Men on the Moon" (if I get > the name correct), based off an H G Wells (?) novel? The idea is a > peculiar material cancels or reverses gravity...now why not take such a > thing into SJ but with a twist... Wow! Why put in a twist? I've seen "The First Men on the Moon" and loved it. I think the antigravity paint would work fine as it was portrayed in the film. (For those who haven't seen "The First Men on the Moon": the ship is a giant sphere with glass windows similar to portholes. Each window has a blind on the inside covered in antigravity paint. Paint only works when exposed to the sun and the ship can be steered by closing and opening different blinds.) If I was going to use this paint in SJ, I would rename it "reverse gravity paint" and make it only work in a gravity field. So I would allow it to be used to lift a spelljamming ship out of a planet's atmosphere (for free), but make it unable to propel a ship through wildspace. This would put the paint on a similar level with things like flying carpets. > ...Imagine exotic material applied to a > ship that increases its maneuverability, maybe this is the elves' > secret, the plant "sails" on the Man-O-War give it added responsiveness, > that is their "tech". I'm a bit unsure about things that increase maneuverability, but if I wanted to bump up a Man-O-War I might give it wings that were animated and somehow mentally connected to the helm. This would allow the ship to read the mind of the helmsman and act in a way that helps him to steer. "...but remember: you must *think* in Elvish! You cannot think in Common and transpose..." ;-) > One thing I mentioned before I'd like to see though, is each of the main > ship types should have some special ability, built into it, as a major > design point. A different special ability for each ship, could be a bit of a stretch. Especially when you consider all the variant designs. More general abilities that could apply to several similar hull designs would be something I would be more likely to believe in. > For example, the Man-O-War could be said to have a *specific* inherent > bonus to Manouverability. I would prefer to see something applied to all of the elven ceramic ships and something else applied to all ships that resemble dragonflies. And I would want each "Ship Ability" to somehow be related to its hull shape, construction and/or built in ram. I would also prefer to see this sort of feature done as something that helmsman or captains somehow have to pay for. If a helmsman had to pay 1 TR/round to access ship features, low level helmsmen wouldn't be able to use them, but high level helmsmen on Major Helms would be able to afford to pay. (As a ship of class A does not have to pay TR to change its facing, it might be cheaper for a helmsman of a class B ship to pay one TR to bump up his ship's MC before spending the rest on movement.) Alternately you could have an "Improved Helmsman" feat and then still make a helmsman with the feat pay 1 TR per feature per round to use the abilities. This would stop a high level groundling outfighting a spacefarer. > I say this after looking at the Hammership and Squidship, really, they > are much the same, I've yet to build the Hammership, but I suspect it's > actual mass isn't greatly different from the Squidship...so all you get > is a blunt of piercing ram as their design points, which is a bit sad, > really. > > I'd think that the Squidship should do extra damage from it's massive, > tri-headed ram, and the Hammership be very sturdy (extra AC, hullpoints, > or whatever) There are times when weapons that do piercing damage or bludgeoning damage have an advantage and this should apply to those two hull types. I think that some undead take extra damage from blunt weapons, so an animated dragon skelleton with a spelljamming helm attached to it should be more vulnerable to getting broken in half from a blunt ram. You could argue that all ships with rams should allow a helmsman to make improved ramming attacks (eg: "You may pay 1 TR to increase attack and damage rolls during that round by one point"). However, I think that piercing rams like the one on a Squidship should provide some chance of a grapple attack, while blunt rams should normally hit another ship and bounce off. > Another point is, SJ ship design would be a blend of technology, magic > and experience. The classic SJ ship types offer benefits? SJ is already a blend of technology, magic and experience. The ships are the technology. You can always come up with new ideas for ships: detachable outriggers to increase a ship's air envelope to 50 or 100 tons or barbed rams that grapple a ship from the inside of a hull breech. The helms are magic. You can always come up with new ideas for helms: a bardic helm that allows a bard helmsman to inspire courage in the crew or a divine helm that allows a cleric of the correct god to gain an additional +1 TR whenever they are in a sphere where they can contact their god. Finally the helmsmen have the experience. You can always come up with special feats that allow a helmsman to do tricks with all spelljamming ships or to gain fine control over ships with specific hull types. David "Big Mac" Shepheard Virtual Eclipse Role Playing Club http://uk.groups.yahoo.com/group/virtualeclipselrp/links/d20_system_001071937434/Spelljammer_001071430476 http://www32.brinkster.com/virtualeclipse/
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Month Index: September, 2007
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Tech & SJ | Adam Miller | |||
| Re: Tech & SJ | Matt Hoffman | |||
| Re: Tech & SJ | Adam Miller | |||
| Re: Tech & SJ | Steven | |||
| Re: Tech & SJ | Asa Benjamin Winkler | |||
| Re: Tech & SJ | Asa Benjamin Winkler | |||
| Re: Tech & SJ | Michael Billard | |||
| Re: Tech & SJ | Michael Shell | |||
| Re: Tech & SJ | Steven | |||
| Re: Tech & SJ | Steven | |||
| Re: Tech & SJ | Adam Miller | |||
| Re: Tech & SJ | Michael Billard | |||
| Re: Tech & SJ | Peter Aronson | |||
| Re: Tech & SJ | Matt Hoffman | |||
| Re: Tech & SJ | Loki | |||
| Re: Tech & SJ | Blackmaer | |||
| Re: Tech & SJ | Loki | |||
| Re: Tech & SJ | Charles Taylor | |||
| Re: Tech & SJ | Loki | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | Adam Miller | |||
| Re: Tech & SJ | David Shepheard | |||
| Re: Tech & SJ | The Selin | |||
| Re: Tech & SJ | Bill Olander |