Thursday, April 30, 2009

Thoughts on 4e Spelljammer

I've always liked the underlying ideas behind Spelljammer, the 2e AD&D campaign extension or setting that featured wooden ships in space.
I realise that the idea of crystal spheres floating within the phlogiston, each containing some sort of solar system, stretched the credulity of many people but I fell it fits nicely into the sort of high-fantasy campaign I like to run.
I will admit that there was rather too much goofy stuff - giant space hamster, gnomes and the spin put on the Giff - but we simply ignored most of that.

Naturally, since I'm getting back into D&D with 4e - I was one of those that faded away at the time of 3e, partly because that's where life took me and partly because 3e never made any sense to me at all - I want to bring back wooden spaceships in my campaign world, which is closely based on the Forgotten Realms.

To that end, I've been flicking through the 2e Spelljammer books, recently prised out of a treasure chest in my attic, to work out what needs to be carried across into 4e to make spelljamming work.

The 4e Manual of the Planes already features a flying ship called a Spelljammer (which seems to be a typical primitive groundling vessel converted by installing a helm - it's clumsy and slow) and
Adventurers Vault includes very simple rules for vehicles, giving all vehicles MR D - at least 2e had a more nuanced idea, with different manoeuvrability for both flying creatures and vehicles (or was that 1e?) and with no allowance for vehicles that might be designed to ram others.

It seems to me that, at a minimum, we need rules for spelljamming helms, better rules for ship-to-ship combat and maybe some flavourful feats and powers for those who want to run a wildspace based campaign - Serenity/FR mash-up, anyone?