3e DND Water combat/Water adventures advice

Creatix

First Post
Any have any good info on what a good ruleset guideline would be for water based adventures and most importantly combat.

Any info or links would be great.

I have looked through PHB and DMG and found things like how long you can hold your breath and the specs on movement and swim checks, but just things on like flanking, AoO, combat damage, ect ect.


Thank you!
 

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April of 2003 we will have our Underwater sourcebook out, it will give you new races, creatures, items etc....so a campaign underwater is possible, we are even using Aeroulis (sp?) from this board who has a water campaign as a playtester, so get ready, our desert book will be out in December, then next water...underwater, that is!
 

Of the books out now, FFG's Seafarer's Handbook has been the most useful for me.

However, if you want simple some common elements are -4 to hit with melee weapons, half damage if not piercing, missile weapons next to useless. Swim checks to move.
 

sounds great, any advice or places you can point me to for now?

I can add lib it and come up with House Rules but I know there has to be a rough guideline on how things work underwater. I thought I have seen somewhere that it said blunt weapons do 1/2 damage and such but cannot remember where

Any help for now ? (Using water in tonights session :)
 

Crothian thats exactly what I needed. Thank you very much!


Where did you get that from for future reference? Is that the Seafarers Handbook?
 

Creatix said:

Any help for now ? (Using water in tonights session :)

FFG Seafarer's Handbook
Mongoose's Seas of Blood
Living Imagination's Broadsides
are all items I would look at for tonite's game :eek:
See if any have what you need.

Side note: The author of our book is using all of the above companies books as research so we can share opem material (when appropiate), so we think they are worthy of a read through.
 

Creatix said:
Crothian thats exactly what I needed. Thank you very much!


Where did you get that from for future reference? Is that the Seafarers Handbook?

That's a good question. I've read many of the books on water adventures, and I think most of them have rules that are very similiar to those posted. I'm fairly sure the FFG's book is pretty much along these lines. They do go into greater detail especially with the problems of cold water, pressure, and pretty much everything one might need for underwater adventure.
 


Fire spells won't work underwater without a Spellcraft check (DC15+spell level) according to Monte Cook; if they do work they function as steam.

Keep in mind that water, especially sea water, can ruin lots of material components. Also, there's considerable debate about whether you can talk while you're water breathing; water won't vibrate the vocal cords right (is your game based on normal physics?)

Freedom of movement is your best friend in the water; you can use all your weapons and move much more easily.

In general, creatures native to the water are at a major advantage in and under water.
 


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