Astral Gravity, Travel and etc
This edition has simplified rules, but it's missing a few. I'll try and keep the flavor of the new rules, and dip into the old ones to preserve a bit of the Astral Flavor, within the little bit we do have.
Gravity first: objects have their own gravity planes as normal for Spelljammer. This means that a body falling over the side of a ship will yo-yo in the gravity plane, then be pushed to the edge of the air envelope.
However, after it reaches that edge and the gravity plane is no longer pushing against it, it will stop within a few feet. Older editions make it clear that nothing without a least a hint of a mind can move, or even drift.
Movement: Older editions tied speed to intelligence on the Astral, and to spellcasting level on the Helm. This game has fixed speeds for the Helm, so I will assume it does for Astral, too. You move your movement (or best movement) while conscious in free fall. You stop when you lose conscious. This does NOT apply to movement between locations, just tactical movement.
In a gravity well, even that of a ship, you move normally.
This message was last edited by the GM at 23:57, Mon 10 Apr 2023.