Welcome to what will hopefully be the last Spelljammer 5e conversion post covering movement. I covered long-range movement and Spelljammer Rating in the last few posts so the only thing left is tactical movement. Tactical movement will come into play if you plan to use ship-to-ship combat in your Spelljammer game. The rules for tactical movement in the original campaign setting boxed set were modified from existing aerial combat rules for the edition, but I couldn’t find any 5e rules for aerial combat. I think I came up with rules that are fairly straightforward, but I need to see how these rules run in a game scenario to know for sure. Continue reading Maneuverability!: Spelljammer 5e Conversion
This post has been updated to correct another math error. That’s becoming a habit
Welcome back to my Spelljammer conversion for 5e. This post will cover a few more items related to ship movement that I missed in the first movement post. I may have underestimated just how much ship movement is a part of this campaign setting. However, traveling through space is what Spelljammer is all about so it all needs to be addressed. Continue reading More Movement: Spelljammer 5e Conversion
I want to thank everyone for the comments on the last post. It’s always nice to know that I’m not just shouting into the void. One of the comments was a question about the use of highest available spell slot for determining Spelljamming Rating in the last post. It made me realize that I didn’t do a very good job of explaining why I made this decision. That’s kind of the point of these posts, right?
Continue reading Spelljamming Clarified: Spelljammer 5e Conversion
*THIS POST HAS BEEN UPDATED TO CORRECT AN ERROR IN MOVEMENT RATE CONVERSIONS*
While the original Spelljammer campaign setting opened up an entirely new environment for Dungeons & Dragons, it didn’t actually add a whole lot of new rules or mechanics to the game. The largest section of what it did add involved how you actually got a spelljammer ship to move through Wildspace. These ships didn’t have engines and there was no wind in space. Spelljammer came up with a clever solution to this problem by introducing spelljamming. Much like the windjammers of our own world were propelled through the oceans by the wind spelljammers are powered through the void of space by spells.
One of my constant worries over writing on this RPG blog is that I don’t usually have anything to say about running games that someone else isn’t already saying more eloquently or louder than I ever could. However, one thing that no one else (that I know of at least) is writing about is converting 2e Spelljammer rules and adventures over to 5e. I finally found my niche! To that end I have decided to document my conversion of a Spelljammer campaign over to fifth edition. Hopefully, riches and worldwide fame will follow.
Long before they became commonplace in Western mythology, the legends of the Middle East featured powerful magic artifacts. Two items that I find interesting are the Seal of Solomon and the mace Sharur. The Seal of Solomon was a legendary ring rumored to hold the power to command demons. Sharur was used by the Sumerian god Ninurta used to defeat the demon Asag. Both artifacts have ties to demons which can be adapted into an appropriate backstory for the desert campaign.
Actual play or live play RPG podcasts are everywhere these days. Originally I had no interest in subscribing to any of these podcasts. Why would I want to listen to other people play RPGs? The idea didn’t appeal to me at all. But, one day I bit the proverbial bullet and actually sat down and listened to one of them. I could not believe how much I enjoyed it! Now I am officially hooked on these podcasts and I’m here to tell you why you should be too. Continue reading Actual Play RPG Podcasts: 3 Reasons To Listen