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  1. - Top - End - #1
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    May 2012

    Default Starjammer Ship Combat Rules

    Anyone that has access to this new content have a review of how their ship combat rules work? Does it seem to play well. I have tried to get a Spelljammer for 3.5 or PF going, but there are so many variations on how ship combat works, I am wondering if these guys got this essential part of the game right. Any thoughts?

    Things I have referenced so far for ship combat:
    http://lost.spelljammer.org/TBLIV/lsccs3e/
    Dungeon Magazine92
    Pathfinder Skull and Shackles

  2. - Top - End - #2
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    May 2012

    Default Re: Starjammer Ship Combat Rules

    Ok quick addition to the thread...

    What rules does the community find most satisfying when trying to convert 2E Spelljammer to 3.5 or PF?

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    Dec 2013
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    turkey
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    Default Re: Starjammer Ship Combat Rules

    Whoa! hold your horses mate we still kinda starve for proper big info so if you have any info about starfinder can you spill it please
    Quote Originally Posted by Dark Shadow View Post
    Threads are like cats. They go where they want, and never listen to what you want them to do.


  4. - Top - End - #4
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Jun 2011
    Location
    Tennessee
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    Male

    Default Re: Starjammer Ship Combat Rules

    This thread is not about Starfinder, it is about the 3rd-party Starjammer, being built alongside Starfinder. As far as the ship combat rules go, they are very similar to the naval combat rules in Pathfinder, with the addition of "vessel points" which take the place of HP. Each VP is worth 10 HP, and were created to help keep track of the massive amount of HP that ships have.
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    Words of Wisdom from other Playgrounders:
    Quote Originally Posted by unseenmage View Post
    Like your own little harem of jealous wearable anime girls.
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    I've seen horsemancers absolutely shred campaigns.

  5. - Top - End - #5
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    May 2012

    Default Re: Starjammer Ship Combat Rules

    Quote Originally Posted by legomaster00156 View Post
    This thread is not about Starfinder, it is about the 3rd-party Starjammer, being built alongside Starfinder. As far as the ship combat rules go, they are very similar to the naval combat rules in Pathfinder, with the addition of "vessel points" which take the place of HP. Each VP is worth 10 HP, and were created to help keep track of the massive amount of HP that ships have.
    What is your opinion of how the gameplay is for ship combat? Is it user friendly or does it get bogged down? How do they handle ship vs player situations or if players want to act on their own independent from the overall ship turn?

    If you don't want to get into specifics, do you recommend this ruleset as compared to other attempts to bring this 2E type gameplay to 3.5/PF?

  6. - Top - End - #6
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Jun 2011
    Location
    Tennessee
    Gender
    Male

    Default Re: Starjammer Ship Combat Rules

    Unfortunately, having no real gameplay experience with the ruleset, I cannot answer that.
    Extended Signature

    Words of Wisdom from other Playgrounders:
    Quote Originally Posted by unseenmage View Post
    Like your own little harem of jealous wearable anime girls.
    Quote Originally Posted by Masterkerfuffle View Post
    I've seen horsemancers absolutely shred campaigns.

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