276°
Posted 20 hours ago

D&D RPG: Spelljammer Adventures in Space Hard Alternate Cover

£20.995£41.99Clearance
ZTS2023's avatar
Shared by
ZTS2023
Joined in 2023
82
63

About this deal

As a fan of Deep Space 9, one of my favorite characters on that show is Constable Odo, played by the late great René Auberjonois. And we felt like if any setting can support a blob as a playable race, then Spelljammer is that setting. Here is your first chance to play an ooze. It's just so wonderfully absurd. And Plasmoids are delightful for a number of reasons. One of which is some of them like to absorb dyes into their membranes, so they can actually change their color. There are, however, no additional covers being created by third-party publishers like Beadle & Grimm’s (which has published collectors editions for various Wizards of the Coast products in the past). What other tie-in products will be available?

The Monster Manual is fine. It does what it needs to. The only complaint is theming it after Boo is a bit odd. Boo isn't a Spelljammer character. Not really. Baldur's Gate leaves it implied that Boo is a miniature giant space hamster but that's the extent of it. Minsc and Charname never go to the Phlogiston. Minsc didn't even get him from space. He got him from a trader who, it is implied, is taking advantage of Minsc's recent head injury and resulting disorientation. It's an in-joke. So, why is this themed after Boo? It feels a lot like a decision made by marketing execs who have droves of data explaining that Boo is the most recognizable character even related to Spelljammer even if that relation is entirely tangential. And the current staff for D&D have had no problem digging up obscure old characters for these things before so it's quite odd that they went with some so pedestrian and out of place. CP: In the early years of Fifth Edition, we were really focused on the forgotten realms for various and sundry reasons. And occasionally branched off and did stuff apart from that like Curse of Strahd. But we weren't at the point in the line yet where we felt like we could really start to dive into the multiverse. Well, that changed about two years ago. The setting is slightly changed from the 2nd edition version of Spelljammer. To be fair, the original second edition box set was also a little thin, and the rules weren't the best either. But here there are also some problems. For example: we have the Ghost of Saltmarsh rules for sea-vessels (I have not read those rules yet). But I know that the rules of the spelljammer ships are much easier than those of sea vessels in Ghost of saltmarsh. The ships are more maneuverable and also less expensive to maintain. The way you can transform a ship into a spelljammer ship is relatively easy (depending on how epic scale your party is). So it makes a bit of an issue: why not change every sea vessel in a spelljammer vessel (if your party is wealthy enough and has the knowledge to find somebody to do it for them). And then in combat at sea, which ruleset for movement and combat is the correct one? Which ruleset applies during battle? By the way, what's up with the speed of the ships at regular movement speed, ships with a max 70ft speed? A level 1 elf can dash at the same speed as a spelljammer vessel. And the weapons of the vessels are not that great… most characters will carry better weapons or better spells. The NPCs are well done, if with sometimes odd motivation, and there's every pulp sci fi trope known in the encounters. Which is cool, but the passage from one to the next is really linear, and at times very contrived. The finale seems epic, with a rather blunt shift of tone that wont sit well with some groups.In addition, most advertising networks offer you a way to opt out of targeted advertising. If you would like to find out more information, please visit http://www.aboutads.info/choices/or http://www.youronlinechoices.com.

This set contains everything a Dungeon Master needs to run adventures and campaigns set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting. In general, the Planescape setting was well-received by players and critics alike, with many praising its unique approach to world-building and its philosophical underpinnings. However, the setting also had its detractors, including many who felt that Planescape was too complex and esoteric for the average D&D player. These alternate-art covers will only be available at local game retailers. Image: Hydro74/Wizards of the Coast To navigate D&D’s cosmos, players will need a special ship called a spelljammer. It can be anything, really, so long as that ship contains a spelljamming helm — essentially a magical chair (think Captain Kirk’s command dais on the bridge of the Enterprise). Just as in previous editions, Spelljamming helms can be created from anything you can sit on. The idea of how gravity works within an air-envelope and combat in zero-gravity is something I would not fully adapt in a game, but as far as I remember this is almost the same system as in the old Spelljammer book. The air-envelope itself is a cool idea, but the whole gravity system when two spelljammer ships hit each other and the gravity-direction of the ship with the most HP remaining decides the direction of gravity is a messy system. Also, the rules about going overboard in wildspace and bouncing up and down the gravity direction is a bit silly. It's like floating on an invisible sea as far as the air-envelope reaches.I approached this with some caution, as I have no nostalgia for the Spelljammer setting, and indeed find the whole fantasy-in-space concept too goofy for my tastes. Nevertheless, there's always something to be taken and used for your own games, and onward I went. Three books here, so let's talk about them separately. Despite its success, the Planescape setting was largely ignored in the 3rd, 4th and 5th editions of D&D, although many of the concepts (including the city of Sigil) are briefly mentioned in various DnD 5e campaigns and adventure materials. When did Planescape: Adventures in the Multiverse come out? It's a divergence from the original but we think it fits elegantly into the cosmology and the Astral Plane is really a much more exciting place, I think for adventures to happen" Perkins also got into a bit more detail about the new playable species that have been added - including the Astral Elves, but also several other anthropomorphized creatures and constructs (and more Star Trek references than you might expect!).

Asda Great Deal

Free UK shipping. 15 day free returns.
Community Updates
*So you can easily identify outgoing links on our site, we've marked them with an "*" symbol. Links on our site are monetised, but this never affects which deals get posted. Find more info in our FAQs and About Us page.
New Comment