For those who don’t know, Spelljammer is a D&D setting that take the adventure into space via magic. This allowed players a new avenue of play and gave them a chance to explore other settings: Dragonlance, Greyhawk, Realms, and others. The ships were magically propelled through space using Helms and there was a multitude of races, monsters, and ships to experience. In truth, converting the rules isn’t really the issue here. Getting the flavor right is important and everything else is easily swapped over.
Here is my flavoring:
- No Clerics
Each pantheon works with the sphere of influence of that planet. The old rules state that for a god/goddess to have power they need at least 200 followers in a sphere. Considering this, divine magic seems kind of silly. A cleric without magic become a lack-luster fighter. Not saying a Cleric/Paladin can’t hop a ship to another planet. This is…
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