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Oldtimers: 2e vs 5e (minimal spoilers)

Posted by DMFor group 0
DM
GM, 4 posts
Thu 18 Aug 2022
at 16:31
  • msg #1

Oldtimers: 2e vs 5e (minimal spoilers)

There are many differences, may similarities, and more than a few holes in the new rules. I'll cover some of them here for those old timers that haven't had a chance to read the new rules but think they know what's going on.

You might not, anymore.

Also note that this is 5e, where a lot is left open. I'm hoping for a supplement to come out with more rules for the things that were missing, like World type, and System construction. When it does, some of what I'm guessing at for rules may be replaced.
This message was last edited by the GM at 16:57, Thu 18 Aug 2022.
DM
GM, 5 posts
Thu 18 Aug 2022
at 16:37
  • msg #2

No more Phlogiston

No more Flow, no more Crystal Shells. At some point Wildspace just fades into the Astral Plane.

Frankly, the Flow was probably safer.

Now, what does this mean mechanically? Find out when you get there. You're new to Space, remember?
DM
GM, 6 posts
Thu 18 Aug 2022
at 16:55
  • msg #3

Helms/Crew

Manning a helm is different:

-Speed is dependent on ship design, and needs no crewing other than the Helmsman. Crew is: One Captain, one Helmsman, and full crew for whatever weapons are on board. Air duration and overmanning are based on these numbers.

-Helmsman don't lose spell access. From what I can tell, you could cast a spell while manning a Helm. HOWEVER: Manning a Helm requires you to Concentrate, limiting what spell you can use while doing so.

-Helms are attuned items. Yes, this means anyone taking a turn on a helm has to have an open attunement slot.

-An unattuned Helm takes the usual hour to attune. Attunement maybe transferred in a round if both parties are present, willing, and touching the Helm.

Not only is Helmsman level immaterial, but the definition of spellcaster seems a it looser. The Magic Initiate feat seems adequate, as does an innate ability to cast many spells. This has removed the need for the wealth of specialty Helms 2e had.
This message was last edited by the GM at 18:33, Sun 28 Aug 2022.
DM
GM, 7 posts
Thu 18 Aug 2022
at 17:01
  • msg #4

Worlds and Systems: Air bodies?

Worlds and Systems are probably waiting for another book. For now:

I'll use 2e to fake it if eeds come up, but:

Suns are obviously Fire Bodies, most planets are obviously Earth Bodies, and mention of a Water Body is made in the starting Adventure.

But the way they describe Air Envelopes (and a size based on the underlying object they surround) makes me think Air Bodies aren't quite possible. Of course, it's D&D so who knows?

Still, for now, I'm avoiding them, and considering a free floating bubble of air of any size to be against the rules. Until we have actual rules, at least.
DM
GM, 15 posts
Fri 19 Aug 2022
at 05:43
  • msg #5

Granted Spells

In 2e, the Flow and some spheres didn't connect to your favorite deity. Now that everything is going through the Astral, mostly it connects.

HOWEVER, both Fey Patron and Hexblade Patron warlocks are cut off from spells in the Astral. Fiends, Undead, Celestial, and Far Realm would be fine, but Shadowfell and FeyWild don't connect to the Astral, so there's no power conduit. Invocations will work fine.

A later book may change this, of course, but I'm faking it here, so...

Edit: I am going to consider Undead Patrons to originate on the Shadowfell. That seems the most likely place, but even if it's the Prie they are on, they probably don't have the power to channel to the Astral.
This message was last edited by the GM at 04:29, Thu 01 Sept 2022.
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