Spelljammer: Adventures in Space (D&D Campaign Collection - Adventure, Setting, Monster Book, Map, and DM Screen)
I**E
Excelente
Compre esto a 50% de descuento por un precio ridículamente vajo y ha sido de mis compras mas costo eficientes.Son 3 libros de pasta dura y una pantalla de DM, pero debes saber que no son libros del tamaño del manual de jugador, son mas pequeños en grosor adjunto fotos.No son libros foliados como las ediciones de regalo del libro del jugador.
R**A
Maravilhoso
Material fantástico, livros lindos e o box é perfeito, para quem quer se aventurar pelo Wildspace é um must. Inclusive em campanhas que tem aeronaves mas não chegam ao espaço, super recomendado. DM screen excelente sem informações desnecessárias como condições e etc..
A**R
Time for a magical mystery tour of the Astral Sea and worlds beyond your own.
What you get: A 3 book set(64 pages each) the Astral Adventurers Guide, Boo's Astral Menagerie, and the adventure Light of Xaryxis, plus a 4 panel DM screen, and a large, double sided map of The Rock of Bral, a city built on the top and bottom of a huge asteroid. All in a slipcase, and all of it illustrated with some beautifully rendered artwork inside and out. At first I was leery of this new edition of Spelljammer, but I find this to be a nice addition to the 5E library. I will warn anyone looking for a carbon copy of the 2E Spelljammer rules, this IS NOT that! It's 5E's rules keeping things fast so you the DM, and your group, can get to the fun and action, not Fantasy Starfleet Battles. Consider yourself warned! This Spelljammer keeps with 5E's theory of 'keep it simple" and gives you 6 new playable Races, a couple new Backgrounds, Boo's Astral Menagerie gives you 39 new critters to add to the fun, and many with multiple stat blocks showing off certain variants, like Giff Shipmate, Shock Trooper, etc. An easy to understand definition of "Wildspace" aka Space as we know it, that area that surrounds the planets of our solar system, just a bit weirder(never you mind that gigantic space whale floating off the starboard bow!). The Astral Sea and its affect on those who live & travel through it, and how Wildspace and the Astral Sea are connected. Plus, how DMs can create their own unique "setting-space" by using the two mentioned in the adventure Light of Xaryxis, as guides. Couple it with the info from Chapter #2 of the DMG on Creating a Multiverse, and you've got all you need to create new worlds for your Player Characters to explore, plunder, and survive, the skies are not the limit any longer. The included adventure, Light of Xaryxis, is meant for characters of 5th level. You can use the Starter Kit or Essentials Kit to build your PCs up to 5th level, or your own homebrew adventures. If you want to jump in right away, they give guidelines for making 5th level PCs to begin quickly. The world setting you start from doesn't really matter, the PCs just need to be in a port town when you begin the first session. Then things get interesting fast! The adventure is broken into 4 Sections, with 3 chapters each, getting you off world, and hopefully on your way to saving your homeworld. If you're truly looking for a naval combat game in Space, as I said before, that's not what this is, but there's nothing stopping you from using the original 2E rules for any specific, large scale tactical combat, if that's what you want, or I would highly suggest you pick up a copy of 5E's Ghosts of Saltmarsh, which is a nautically themed series of 7 adventures, but more importantly, it has a section on ship combat, upgrading ships, etc. I preferably, would simply keep to 5E's idea as I see it, treating each ship like a PC, just on a grander scale. You determine encounter distance, initiative, and then assign your crew to weapons or whatever tasks need doing before things get too dicey. Once your ships are close enough to start slinging spells or character-size weapons at each other, then you're playing as normal, person to person. As it is, you're given 16 ships with deck plans, from the generic Space Galleon to the dreaded MindFlayer's Nautiloid, more than enough to keep your players hopping from ship to ship, looking for that special one to call their own. All in all I like it, as I have little time these days to mess around with a ton of minutiae, that if handed out, gets skipped over for some random sparkly nugget of info a PC finds odd. This new Spelljammer gives me what I need to whip up something quick, keep it fun and as detailed, dramatic or over the top as I want, and any game item that can do that, I consider money well spent. Yes, you'll have to do some work as far as planning wildspace systems, but that's the fun of DMing, and just think of the weirdness you can throw at your players, and they'll love you for it. So I say go for it and grab a copy! It's my opinion you'll love it once you're group's survived its first encounter with a Space Clown raiding party, Solar Dragon, or even a Cosmic Horror.....Wildspace is aptly named. But, they'll have a grand tale worth a few free meals back on Bral.... if they make it back!
R**R
Mini 2nd Edition Gamer Review
I appreciate what Wizards of the Coast did and released this boxed set. I was looking for this for years, hoping with 3rd edition (skipped 4th) and they finally did the 5th.If you're an older gamer like myself, but came too late to the table to get the original, then this is for you. If you're new to D&D and want to add a new element, like "space" travel then this would also be for you.It provides enough flavor and background to get the ideas flowing, though I have to admit I have not read the module yet.My only complaint and I suspect it will be a future book or adventures, is that not all the ships are included in this boxed set. Many of the common ships are there, but there are a few missing. I kind of wished they left hull points in too, but that is just me, sometimes you just like an old school rule.
J**N
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Tolle Box
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