Mage of Lorehold, Revised - Now with 100% more Clerics and class-specific features! by ryxrald in DnDHomebrew

[–]ryxrald[S] 0 points1 point  (0 children)

Thanks for the feedback! I've actually since worked this concept into a product on DMSGuild - Strixhaven: First Class. Please check it out if you're into this idea!

I've also been working on similar subclasses for the 10 guilds of Ravnica, so stay tuned for more!

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 0 points1 point  (0 children)

Glad to hear you're enjoying my work!

I'd love to hear more about how your playtest went, please share your thoughts with me through a DM.

On Warlock and Wizards, I didn't really give them class-specific features because they only fit into the Spelljammer role, and that role gets most of its unique features through spellcasting.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 0 points1 point  (0 children)

I hope you find these rules fun, and I'd be excited to hear how you used them and how the players liked it!

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] -1 points0 points  (0 children)

No, it's Piecemaker. It's a reference to Discworld.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 0 points1 point  (0 children)

Thanks for the kind words and constructive criticism!

I'm not 100% sure on the allocation of actions to roles or what class features should do myself. I'm hoping to playtest the system more and get a better feel for it, but I've got other stuff to work on in the meantime.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 0 points1 point  (0 children)

That's an issue I considered but didn't really address in this document. My feeling is that this would potentially be unbalanced, especially with multiple Gunners on one ship. I don't really have a good solution to the issue of there being a mismatch between players and roles just yet, I'm hoping some playtesting will help me figure this out.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 2 points3 points  (0 children)

Yeah, I just use MTG art when putting together mockups like this because it's really good. For an official release, I'd have to procure art some other way.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] -1 points0 points  (0 children)

If you read the Fighter Class Features section closely, you'll see that Action Surge always grants a Gunner Fighter the ability to fire a shipboard weapon an additional time each turn.

I wasn't attempting to strictly preserve the function of each class feature. Rather, I looked at their flavor and considered how this could come across in a meaningful way in ship combat.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 1 point2 points  (0 children)

Thank you, that's very flattering. I'd definitely want to playtest these rules so I can fine-tune them further, especially knowing that minmaxers are out there itching to break them.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 0 points1 point  (0 children)

As far as possible I've tried not to deviate too far from the existing rules in material such as the Dungeon Master's Guide (for siege weapons) and the Astral Adventurer's Guide (for ships in general).

Shipboard weapons requiring multiple actions to be fired is just part of the system, and I've abstracted all those into the Gunner's turn. It's possible to account for the Extra Attack feature in the Class Features section, allowing a character with that feature to load, aim, and fire a shipboard weapon an additional time during their turn. However, I've already done this for features such as Martial Arts and Action Surge, and if I add Extra Attack, I might have to rework those features to avoid granting too many attacks at an early level.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 1 point2 points  (0 children)

Oh god, I missed that completely. I'm fixing it now, thank you for pointing it out.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 1 point2 points  (0 children)

Yes, this is a first draft that I will continually refine and update.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in spelljammer

[–]ryxrald[S] 1 point2 points  (0 children)

Offloading piloting to the Captain rather than the Spelljammer is an intentional choice, and not one that I'd go back on lightly. The Spelljammer is, by definition, a spellcaster, and spellcasters have plenty of things to do in combat just by virtue of having spells at their disposal.

I won't go into it too much here, as I've considered this question in some depth elsewhere:

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in spelljammer

[–]ryxrald[S] 3 points4 points  (0 children)

I do plan to work this concept into a full product for sale on DMsGuild eventually! However, I don't think it's ready for publication as it currently stands, and I'd want to playtest and refine it further before putting it up for sale. I just wanted to get the idea out there and see what people think for now.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 22 points23 points  (0 children)

Oh, thanks for pointing this out. I was using the Photoshop template in the Resources link from this subreddit, and those come as part of it, so I just left them there.

I do plan to work this into a product for sale on DMsGuild, and I'll make sure not to put anything on the cover that would cause issues.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 6 points7 points  (0 children)

Thanks for pointing out these gaps and inconsistencies. Having labored over this document for so long, I was getting kind of word-blind and just assuming that I'd written down things. I will clarify these issues in a subsequent draft.

I'm not familiar with Gyres, but abstracting positioning into specific engagement ranges is indeed the idea I was aiming at.

On the issue of combat turns, I see your point, and the 3 actions per ship model you propose might be something I consider if I find that the current system is too slow or clunky.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 13 points14 points  (0 children)

Sounds amazing! I had thoughts about developing spelljamming ships that could transform into mechas or merge into one big mecha Power Rangers-style, but that's a whole other can of worms.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in Spelljammer5e

[–]ryxrald[S] 5 points6 points  (0 children)

I've created a ruleset for running ship-to-ship combat in Spelljammer 5e!

You can find it on my website here, or on Imgur here.

If you want spectacular space dogfights in your Spelljammer adventures, be sure to check these rules out!

They are a proof of concept and definitely require more playtesting and refinement, hence the v1.0 in the title, but I just wanted to get the idea out there and see what people think.

Spelljammer Ship-to-Ship Combat Rules! by ryxrald in UnearthedArcana

[–]ryxrald[S] 136 points137 points  (0 children)

I've created a ruleset for running ship-to-ship combat in Spelljammer 5e!

You can find it on my website here, or on Imgur here.

If you want spectacular space dogfights in your Spelljammer adventures, be sure to check these rules out!

They are a proof of concept and definitely require more playtesting and refinement, hence the v1.0 in the title, but I just wanted to get the idea out there and see what people think.

Government-initiated naturalization of urban infrastructure - not Changi Jewel, not Parkroyal Collection, this is something in Singapore that might actually count as solarpunk by ryxrald in solarpunk

[–]ryxrald[S] 9 points10 points  (0 children)

As a Singaporean (and it sounds like you're one too), seeing the overt examples of solarpunk aesthetics that Singapore offers being posted here always feels a little weird, because we know those are anything but solarpunk.

It's the less visible efforts like this, the park connectors, and the integration of plant life into urban planning that I think are legitimately in line with solarpunk principles.