Same here - the astral plane is basically hyperspace, allowing fast travel between distant points. There are gith, but other beasts as well.
Hadn’t thought about that. I may have to incorporate that.
Same here - the astral plane is basically hyperspace, allowing fast travel between distant points. There are gith, but other beasts as well.
I've also discarded the phlogiston et al and have races sail the Astral Sea. The hyperspace is a nice touch.
I like these slightly grittier healing rules, without being super-gritty. It looks like a nice compromise.* No full hit points healed after a long rest
* When you drop to zero hit points you suffer 1 level of exhausion
* To spend hit dice during a short rest you must use a healer's kit
And you other folks using astral as hyperspace????
...I got my eye on you too....
Pppbbbttt!
I thought of it first and you can't prove otherwise.
Joking aside there is nothing to stop us from doing our own Homebrew thing.
Spelljammer might be better received now than it was in the early 90s. Why? Well, look at how science fiction RPGs are thriving, with some even having a mystical or fantastical element (i.e. "science fantasy"). Now Spelljammer isn't SF, but as being "fantasy in space" (so to speak) it could draw upon the current popularity of Star Wars and the Marvel Cinematic Universe, both of which have strong fantastical elements.