View Single Post
Old 08-09-2022, 04:14 PM   #12
Kallatari
 
Join Date: Jan 2006
Location: Ottawa, Canada
Default Re: Spelljammer 5e, are you going to try it?

Quote:
Originally Posted by Fred Brackin View Post
I think I faked up some rules for Gurps where a helm was a single hex of Very High Mana and propulsion was based on how many FP the using mage could restore to himself every Turn. Suddenly getting up from a Helm required a roll v IQ+Magery to time getting your FP back before the Helm sucked it away again. The Helm also sucked away all energy that was used in an attempt at normal spellcasting while sitting in a Helm.
In my adaptation to GURPS, I decided that a Helm required constant concentrate maneuvers to use, and the moment you stop concentrating the Helm powers down. Powering it back up took 1 second of concentration per ton of the ship, leaving the ship a sitting duck for a while. The constant concentration also resulted in the loss of 1 FP every hour, and you cannot rest to regain FP if you are concentrating. Tactical/combat Move of the ship was based on level of Magery of the helmsman.

So spellcasters still had access to their magic, just not while actually using the Helm.
Kallatari is offline   Reply With Quote