aye, I really like the 2e combat rules for space, but I wanted something less... complex. This ODD version seemed to really fit what I was looking for (with just a little bit of minor tweaking).
The only issue I've run into is "positive" and "negative" altitude from the plane they originated from. Best solution I could come up with was one color die for up and a one color die for down.
@gamemasters since mine is an airship the ground stays a point of reference for me. Different colors is a pretty great idea. I'm named after James T Kirk so even though my dnd world is bronze age my elves have thier first airship. I added in some runes and other artificery that have extended range spells, like they have a level 5 magic missile available to them, as well as a forcewall (which blocks everything) and a set of elemental absorption shields. They have a teleportation circle on board as well as 3 mile wide detect magic, evil and good, and plants and animals. Most of thier enemies have been from the Tome of beasts series by kobold press, but they have a recurring enemy nautaloid who experiences time backwards, therefore the first time they fought him was his last battle against them.
I haven't had a chance to get to Spelljammer either. These sound like good rules to try out. I already mix editions with 5e and 3e. Adding in some original rules from basic couldn't hurt.
Excellent work. Amazing to see some non 5R content. Is there a gravity mechanic? I don't understand why high ground would be relevant. In space, you could "drop" bombs upward. You could also crash upward. Into the bottom of a ship.
excellent question regarding gravity, there _is_ a gravity element in that gravity works along the plane of a spelljammer ship (or any other object for that matter) and as such, you are also correct in that you could "drop" bombs upwards. This site does a good job at explaining exactly how the gravity plane works with Spelljammer : spelljammer.fandom.com/wiki/Gravity_plane
The core reason, I wanted something FAST and didn't want my players to _have_ to read through 19 or so pages to understand how space combat worked. This fix consolidates Space Combat into literally a half a page.
everything in spelljammer has an air envelope which allows them to breath in "space". If a creature is floating alone, it has about 1 minute of breathable air. So, you'd have about 1 minute to cast your spell. Should your air run out, you'd not survive so casting a spell wouldn't work anyways 'cause... "being dead that can't be done." Casting Air Bubble, however, takes 1 action, which should last just shy of 6 seconds. At that point, you'd have up to 24 hours to float around before that spell's duration ended. What isn't specified is what happens to that bubble should you bring food or drink to your mouth, that would be a DM's call, although I suppose a good work around would be to cast Goodberry provided you had the twig.. so.. just before casting Air Bubble, cast Goodberry, eat it, it will provide nourishment for one day, then cast Air Bubble, both will last 24 hours. In that 24th hour, cast Goodberry, eat, cast Air Bubble. the next trick would be on how to replenish your spells...
Cool
I got the 2nd edition books for that reason the 5e books did not include ship to ship fighting
aye, I really like the 2e combat rules for space, but I wanted something less... complex. This ODD version seemed to really fit what I was looking for (with just a little bit of minor tweaking).
The orders idea is interesting. I have incorporated the altitude die in my Intrprs airship dnd gane.
The only issue I've run into is "positive" and "negative" altitude from the plane they originated from. Best solution I could come up with was one color die for up and a one color die for down.
@gamemasters since mine is an airship the ground stays a point of reference for me. Different colors is a pretty great idea. I'm named after James T Kirk so even though my dnd world is bronze age my elves have thier first airship. I added in some runes and other artificery that have extended range spells, like they have a level 5 magic missile available to them, as well as a forcewall (which blocks everything) and a set of elemental absorption shields. They have a teleportation circle on board as well as 3 mile wide detect magic, evil and good, and plants and animals.
Most of thier enemies have been from the Tome of beasts series by kobold press, but they have a recurring enemy nautaloid who experiences time backwards, therefore the first time they fought him was his last battle against them.
I haven't had a chance to get to Spelljammer either. These sound like good rules to try out. I already mix editions with 5e and 3e. Adding in some original rules from basic couldn't hurt.
@@demetrinight5924 I really do like the 2e rules, they work fine, but I wanted something a bit more simple and faster. The ODD works great.
Love this video! Thanks!
thank you for watching!
Excellent work. Amazing to see some non 5R content. Is there a gravity mechanic? I don't understand why high ground would be relevant. In space, you could "drop" bombs upward. You could also crash upward. Into the bottom of a ship.
excellent question regarding gravity, there _is_ a gravity element in that gravity works along the plane of a spelljammer ship (or any other object for that matter) and as such, you are also correct in that you could "drop" bombs upwards.
This site does a good job at explaining exactly how the gravity plane works with Spelljammer : spelljammer.fandom.com/wiki/Gravity_plane
When I ran a 4thed spell jammer I used a lot of 2ed spell jammer rules
@@ConspiracyOpossum 2nd edition really is the best method for spelljammers space combat, but I do like the ODD simplicity.
Y'know, there is no reason why someone cannot just use the 2E system for space combat. No changes needed.
The core reason, I wanted something FAST and didn't want my players to _have_ to read through 19 or so pages to understand how space combat worked. This fix consolidates Space Combat into literally a half a page.
Pray for the algorith gods.
aye! They are mighty indeed!
Yeah...
5E is a mess of lazy design...
I'd say more, but I'd be repeating myself...suffice to say, there are many fixes to Spelljammer 5E.
I rather liked this fix, what with it being grounded in the very 1st edition and all.
All I want to know is if I can cast spells with a verbal component in a space with no air and if not, does the air bubble spell allow me to?
everything in spelljammer has an air envelope which allows them to breath in "space". If a creature is floating alone, it has about 1 minute of breathable air. So, you'd have about 1 minute to cast your spell. Should your air run out, you'd not survive so casting a spell wouldn't work anyways 'cause... "being dead that can't be done."
Casting Air Bubble, however, takes 1 action, which should last just shy of 6 seconds. At that point, you'd have up to 24 hours to float around before that spell's duration ended. What isn't specified is what happens to that bubble should you bring food or drink to your mouth, that would be a DM's call, although I suppose a good work around would be to cast Goodberry provided you had the twig.. so.. just before casting Air Bubble, cast Goodberry, eat it, it will provide nourishment for one day, then cast Air Bubble, both will last 24 hours. In that 24th hour, cast Goodberry, eat, cast Air Bubble. the next trick would be on how to replenish your spells...