runekyndig says:
Qralloq says:
Congrats! How was the Spelljammer material in play?
It had its ups and downs. I like the 3rd chapter the best, where the adventures were put in a foreign ship and given their first real mission. It had one very tough combat encounter and one easy one. I wished that I had seen this youtube short about the
Healing issue before the hard one. (I had players going down and up like a yoyo). In the end, there was a lovely murder mystery. Unfortunately, we were all dealing with some game fatigue, real-life issues, upcoming holiday, or just plain forgetfulness, so the players did not investigate.
Sorry to hear that you face the trifecta of causes for delay. How did you resolve the healing mechanics for ships? I ask because I found Spelljammer supplement's healing to mean one would never pursue dry docks when you can slap a mending cantrip on any character.
The Healing Issue you cited is 5e's effort to avert the need for constant passive or active healing, which adding a negative mechanic without increasing the positive mechanic (i.e., raising output of healing spells, SR healing, etc. to match the damage output) only increases player frustration and aversion to healer roles. Characters will yoyo in 5e, but you don't have a player imprinting their knuckles into their own face as they burn spell slot after spell slot from their limited spells per day trying to make a dagger or war pick's worth of healing sustain a fighter taking four-to-five hits' worth of damage in a single turn. It's a good way to make a party of
Brave Sir Robins rather than an MMO priest appear in D&D.