Quote:
Originally Posted by Fred Brackin
I found no rules in the 5e version for outmaneuvering a hostile ship. If another ship wants to close to boarding range there appears to be nothing you can do about it.
This includes "repelling" the boarders. You can only fight those boarders.
If another ship wants to ram you can only hope they fail the special "To Hit" roll.
No rules about partial damage effects to ships.
No ships in the 5e version that have less than 200 HP except for small boats.
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Yes, well. Spelljammer is a really nifty setting with a lot of potential, but I've spent 33 years now being disappointed by the implementation, and that doesn't look like changing anytime aoon. It's never actually been very well designed to simulate the kind of storylines that the flavor text indicates are normal in the setting. Even the old War Captain's Companion rules left something to be desired, but building on those could've made something prettu good this time around. My other main beef is that there's enough interplanetary/interstellar trade to support a significant amount of piracy and generate several types of hulls purpose -built for the spacer trade, but there's nowhere in the setting material for the trade to go to or from.