SpellJammer is in short a D+D game ported to the PC. A brief synopsis of it is you are a space captain of a galleon (think Pirates of The Caribbean) that has an atmosphere bubble, then add a trade/piracy element to make credits.
The game is not fantastic to start with as all encounters are entirely random, so save before all missions in case you get destroyed, it is the best tactic.
However once you get into the game if your patience will allow it, you can then begin exploring more of the games D+D aspects.
SpellJammer is in short a D+D game ported to the PC. A brief synopsis of it is you are a space captain of a galleon (think Pirates of The Caribbean) that has an atmosphere bubble, then add a trade/piracy element to make credits.
The game is not fantastic to start with as all encounters are entirely random, so save before all missions in case you get destroyed, it is the best tactic.
However once you get into the game if your patience will allow it, you can then begin exploring more of the games D+D aspects.
In ship to ship combat you have the option to ''board'' you adversary's vessel and fight with them in hand to hand (magic is there too) in a turn based
system. This system I find highly frustrating and almost painfully slow, however to reap the most from the game you will need to endure a lot of these moments as its needed to level up your characters.
The character choice is fairly good being able to choose six races and six classes, again however this is let down by the fact there is no much benefit in choosing one race over another and the classes are also fairly closely knit...
The class choices are: Warrior, Ranger, Thief, Cleric, Mage and Paladin.
Now Cleric and Paladin both heal about equally and a Paladin is superior in defence and offence making clerics useless. Rangers and Thieves are similar also relying on ranged attacks and agility to avoid melee combat, again however Thieves are better at dodging attacks and have the ability to steal, but you only need one person per raid to steal. Warriors (fighters) are similar to paladins in offence and defence but can’t heal themselves or others, but they do have more hit points.
So to summarize that if you decide to set your buccaneer crew up you want lots of Paladins, and, well maybe, a few warriors and others for their conversation.
Another problem I have is the random encounter generations, in alleged friendly space areas you would think it safe or fairly safe at least, bumping in to big bad alien battleships that nuke you in 3 hits is not fun and highly unrewarding, and happens a lot in the beginning, and you will learn that you need to identify ships before they become clear on you screen (luck and judgment) as you cannot outrun any one.
In summary if you are a die hard D+D player you may tolerate spelljammers slow and laborious game play, otherwise steer clear.