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, welcome to Spelljammer 5e: The Hand of Celestian

12:52, 18th April 2024 (GMT+0)

Phantasy Physics.

Posted by DMFor group 0
DM
GM, 83 posts
Thu 19 Jan 2023
at 19:17
  • msg #1

Phantasy Physics

For all the odd little effects of the way gravity and other things work in the setting
DM
GM, 84 posts
Thu 19 Jan 2023
at 19:18
  • msg #2

Gravity Planes

When you land on a planet, or touch anything bigger than the ship with the ship, the larger object's gravity plane takes over.

This means that the ceiling on the lower deck turns into the floor, and the floor turns into the ceiling as the gravity shifts. Everything falls.

And the moment you take off it happens again, as the Helm  establishes to traditional small object gravity plane.

Mostly this won't matter. I don't anticipate a lot of planetary landings because of other issues (the time involved, if nothing else). Besides Pirate Hunters aren't cargo ships. it likely wont' come up. well, maybe if you Ram.

Docking at an asteroid is much easier. The docks are generally along the gravity plane, which allows you to ignore such issues. You simple match planes and everything stays normal: An upper deck and an under deck.
This message was last edited by the GM at 23:41, Mon 10 Apr 2023.
DM
GM, 131 posts
Wed 25 Jan 2023
at 17:04
  • msg #3

Astral Gravity, Travel and etc

This edition has simplified rules, but it's missing a few. I'll try and keep the flavor of the new rules, and dip into the old ones to preserve a bit of the Astral Flavor, within the little bit we do have.

Gravity first: objects have their own gravity planes as normal for Spelljammer. This means that a body falling over the side of a ship will yo-yo in the gravity plane, then be pushed to the edge of the air envelope.

However, after it reaches that edge and the gravity plane is no longer pushing against it, it will stop within a few feet. Older editions make it clear that nothing without a least a hint of a mind can move, or even drift.

Movement: Older editions tied speed to intelligence on the Astral, and to spellcasting level on the Helm. This game has fixed speeds for the Helm, so I will assume it does for Astral, too. You move your movement (or best movement) while conscious in free fall. You stop when you lose conscious. This does NOT apply to movement between locations, just tactical movement.

In a gravity well, even that of a ship, you move normally.
This message was last edited by the GM at 23:57, Mon 10 Apr 2023.
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