Ship combat in 5e
As the title says, what do people do for ship combat rules, especially if you're running a mainly 5e game?
As the title says, what do people do for ship combat rules, especially if you're running a mainly 5e game?
The Wildspace War is a campaign I've been working on for about 2 years now. I've made various posts about the goings on of the story and I've been asked to sort of summarize what The Wildspace War is. So, I'm gonna give it a shot in as few words as possible.
The Illithid Empire has defeated the Githyanki. The last Githyanki scientist fled to a planet rumored to have incredibly powerful warriors. That planet has no knowledge of interstellar society and was thrust into the war. The planet sent representatives (the players) to the Rock of Bral to decide if they were going to join in. When they arrived, Bral was attacked and destroyed by the Illithid. Now the players are lost in Wildspace, meeting new races and trying to find a way home.
Above table. They are on a journey to the last battleground of the war. This war is already over, and they are going to determine the results. They just don't know it.
Hey everyone! I wanted to share my concept for a 1930s-inspired Crystal Sphere where "simple" airplane engines and speeds of around 200–300 km/h are all you need to reach wildspace.
I also have a question: has anyone tried porting more advanced techno-magical technologies into Spelljammer (specifically the AD&D 2e edition)? I’d love to hear about your experiences.
The Physics of the Sphere The laws of physics here differ from our own in one key way: outer space is not a vacuum. Instead, it is filled with a "Cosmic Gas" with unique properties. It has extremely low mass density but very high magnetic and energetic density. It behaves like a vacuum toward physical objects, but reacts like a standard gas to energetic forces (such as light or magnetism).
The Atmosphere This gas reacts with oxygen and nitrogen, binding them for several seconds. This creates temporary "micro-atmospheres" around objects, allowing for space travel with minimal protection—standard oxygen tanks, insulated cockpits, and warm clothing are enough. With the help of atmosphere generators, even farming on asteroid belts is possible.
Temperature and Lift Space feels cold because the gas has low heat capacity but high conductivity; it absorbs heat quickly but hinders total radiation, forcing pilots to constantly heat their cockpits. Interestingly, the gas is "viscous" enough that at speeds above 100 km/h, it generates lift. Because of this, leaving a Earth-like planet only requires a speed of 200 km/h and sufficient wing surface area.
In this world, magic is a primal energy with infinite potential, inextricably linked to the laws of physics. It originates from stellar radiation, radioactive elements, and nuclear fission. There are three primary sources of magic:
I used AI to help translate this text into English.
If you have any resources or homebrew materials regarding Spelljammer mixed with sci-fi/fantasy concepts (similar to Blackmoor or the City of the Gods) and internal combustion engines, please share them! I'm particularly interested in how to balance "grease and gears" technology with the magical nature of the Phlogiston and Crystal Spheres.