There are overlooked game mechanics for a normal D&D adventure that become more important when you transport that adventure into space. As DMs and players we take for granted that certain physics of a fantasy world operate much the same as they do in our world. Characters need to breathe. If they fall from a high place they will take damage. And, fire burns. You may think that these same physics in a Spelljammer campaign would mirror what would happen in our outer space. You would be wrong. Continue reading Air, Gravity & Fire: Spelljammer 5e Conversion
One of my favorite things about the original Spelljammer campaign setting was the inclusion of ship-to-ship combat. This combat is conducted using armament such as ballistae or catapults mounted on weapons decks. Hopefully you’ve already picked out the type of ship that your Spelljamming party is going to sail the stars on (I know my players have). Now you’re going to need to decide which weapons to equip that ship with. This post will convert the armaments from the Spelljammer boxed set for inclusion in a 5e campaign. Continue reading Ship Armament: Spelljammer 5e Conversion
In the last post I gave details for ten different types of Spelljammer ships. This post will cover the descriptions for the final nine. More detail on all nineteen of these ships can be found in the Spelljammer boxed set as well as deck plans for the ships. Continue reading More Ships!: Spelljammer 5e Conversion
Finally what everyone has been patiently waiting for from my Spelljammer 5e conversion. It’s time to go over ships! This post contains the updated stats for nineteen ships that originally appeared in the Spelljammer campaign box set. The conversion of ships from 2nd Edition AD&D rules to 5e was fairly straight forward with only a few modifications which I will explain as we go along. Since it’s a huge amount of information I’ve broken this post down into two parts. Continue reading Ships: Spelljammer 5e Conversion
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.
Along with new classes, monsters and places to explore, new magic items will also be introduced into the desert campaign setting. Inspiration for these magic items is easy enough to find in Middle Eastern folk tales such as One Thousand and One Nights. Ahmed’s Opulent Tent and the Samarkand Apple are two such items. Continue reading Desert Magic Items Part 1