Grazzt said:
Like, when 3e first came out, and there were no rules in the books for underwater combat and stuff. "Well, we can't have any underwater games at all, and my whole campaign in 2e was based there. WotC ruined my game with 3e."
Actually, my underwater campaign started with the 1e AD&D rules then dove straight into 3e, having retrofitted a few 2e supplements along the way.
The campaign is set in the Dramidj Ocean on Oerth, the World of Greyhawk. In the 1e rules, the year was 579. In 3e, it was 591. So, I created a new beastie, the hydrimera, to solve my dilemma. Part dire shark, part giant squid, and part feline sea lion (now sea cat), the hydrimera could expel an ink cloud which would turn its victims to stone. So, the PCs spent twelve years as statues of stone, thousands of feet below the surface of the ocean. To make matters interesting, granted the PCs the ability to sea and hear, while they remained immobile. They also shared a communal dream, each night. During the dozen years, the PC statues were first kept by a vodyanoi (marine umber hulk) then a deep elf (envision the aliens from "The Abyss"), who eventually grew in power as a sorceress and was able to counter the petrifying effect of the ink.
In effect, the PCs took a 12 year "nap"; being turned to stone in pre-Wars 1e AD&D and waking up in post-Wars 3e D&D.
As for undersea campaigns lacking support and rules, D&D v3.5 has resolved that, to a degree. Prior to the revision, there was the "Effects of Water" chart in the RttToEE web-enhancement and a plethora of third-party support with products like "Seas of Blood" and "Seafarer's Handbook".
Keep an eye out for "The Deep", Mystic Eye Games' upcoming undersea supplement, and "Boundless Blue", an aquatic creature collection from Goodman Games.