For all the D&D 5e in Space you want, I highly recommend the Dark Matter setting book from Mage Hand Press. It's excellent and has everything you'd want. Races, subclasses, a class, spells, ships, ship combat... And it's done extremely well.
I recommend just picking up the 2nd edition spelljammer stuff. It's pretty cheap on DMs guild. Jorphdan the Ph is silent has a pretty good breakdown of it.
Like the fact you are honest. Not into Spacejammer but I like hearing about other DnD options. Would like to know your thoughts on a Witchblade build in 5e? What classes would you use? thanks and great videos. Keep up the amazing work.
I think the mini monster manual is the strongest book of the 3 In defence of the simplified ship to ship combat rules, complex ones for TTRPGs are typically clunky slow, fiddly and just not fun for most at the table as it just degenerate into the GM Vs one person playing a tactical boardgame. Traveller suffers from this, 2e Spelljammer suffers from this. Also if we look historically at ship battles with wooden ships, typically it was close in to close range, soften them up with cannons or arrows and then board the enemy ships as 1. You gain a ship 2. Wooden ships are very hard to sink I would say that what is definitely lacking is any real advice on building your own Wildspace system. No tables, no basic advice on structure or ways to make this feel alien or unique and no random generation tables. Compared to yourselves I'm less impressed with the Light of Xaryxis. I'm not sure if it's too short or too long. I think there are some good ideas in there but I either feel it should of been a tastier one to three session adventure or expanded our into a full campaign adventure book of its own. I do wonder if you're right about some of the thin elements being that way so they still have content over for Planescape. Overall I like the theme, I think it has enough in it to work and for someone like myself who homebrew a lot anyway there's more than enough in there to get on with, but for those who either don't and need more structure or had different expectations I can see why you'd be disappointed.
(17:00) "Fantastic Adventure Pack" and scored 7/10...? Is the intention to use 'Fantastic' meaning "based in fantasy" rather than a comment on its quality?
For all the D&D 5e in Space you want, I highly recommend the Dark Matter setting book from Mage Hand Press. It's excellent and has everything you'd want. Races, subclasses, a class, spells, ships, ship combat... And it's done extremely well.
Love the brutal honesty 👍 I would definitely get around any more reviews you put out!
I appreciate your honesty and very much respect your opinion. Thank you for providing good content.
I recommend just picking up the 2nd edition spelljammer stuff. It's pretty cheap on DMs guild. Jorphdan the Ph is silent has a pretty good breakdown of it.
Sounds like the adventure chapters are sliced up to fit with the Adventurer's League format.
I’ve been around for a while and every time D&D brings Spelljammer (no matter who owns it) it’s death for D&D
Ooof. Youre right arent you?
Well as everything does….. it dies lol 😂
Thank you
Like the fact you are honest. Not into Spacejammer but I like hearing about other DnD options. Would like to know your thoughts on a Witchblade build in 5e? What classes would you use? thanks and great videos. Keep up the amazing work.
This seems to be the over all opinion of the release.
I think the mini monster manual is the strongest book of the 3
In defence of the simplified ship to ship combat rules, complex ones for TTRPGs are typically clunky slow, fiddly and just not fun for most at the table as it just degenerate into the GM Vs one person playing a tactical boardgame. Traveller suffers from this, 2e Spelljammer suffers from this. Also if we look historically at ship battles with wooden ships, typically it was close in to close range, soften them up with cannons or arrows and then board the enemy ships as 1. You gain a ship 2. Wooden ships are very hard to sink
I would say that what is definitely lacking is any real advice on building your own Wildspace system. No tables, no basic advice on structure or ways to make this feel alien or unique and no random generation tables.
Compared to yourselves I'm less impressed with the Light of Xaryxis. I'm not sure if it's too short or too long.
I think there are some good ideas in there but I either feel it should of been a tastier one to three session adventure or expanded our into a full campaign adventure book of its own.
I do wonder if you're right about some of the thin elements being that way so they still have content over for Planescape.
Overall I like the theme, I think it has enough in it to work and for someone like myself who homebrew a lot anyway there's more than enough in there to get on with, but for those who either don't and need more structure or had different expectations I can see why you'd be disappointed.
I am terribly excited about the new races... but thats it. I dont think any of the other content is enough or even useful.
Thri Kreen, but no Dark Sun setting. D&DOne is coming. Why spend money on 5E again?
(17:00) "Fantastic Adventure Pack" and scored 7/10...? Is the intention to use 'Fantastic' meaning "based in fantasy" rather than a comment on its quality?
💯....meh...