Alzrius
The EN World kitten
For the final book in the DMGR line, we're going out to sea and beneath the waves! That's right, it's DMGR9 Of Ships and the Sea, which brings us to the nautical realms of singing pirates, mermaid princesses, and anthropomorphic sponges! Except, of course, that this is D&D, so you'll find exactly none of those things here.
Yeah, I'll be honest here: waterborne adventuring - whether on ships or underwater - has never interested me. As much as I like pages and pages of new rules, those can only do so much to capture my attention when the topic that they're quantifying is one I don't care very much about. That's because adventuring in the water always just seemed like a big middle finger to adventurers. I know it isn't meant to be that way, but it always seems to come down to two things: 1) massive changes to various rules, all of which hamper, impede, or restrict what the PCs can do, and 2) intelligent enemies targeting whatever's allowing the PCs to breathe and/or keeping them mobile.
That last one doesn't sound like a big deal when you get down to it - how many enemies can really afford to cast dispel magic over and over again in hopes of knocking out a presumed water breathing spell, or will somehow intuit that someone's wearing a helm of underwater action and try to steal/sunder it? - but that sort of thing tends to come up for big, climactic boss fights. This is D&D; spellcasters are everywhere, and you can't expect those guys not to go for the throat when it's a battle to the death. And yet every spellcasting kraken and sahuagin high priestess and ancient sea wyrm seems to forget that they can just knock out the PCs' life support magic and then let the environment do their work for them.
For that matter, point #1 is kind of the same issue. Even if you're fighting on the deck of a ship, expect any monster that clamors up over the side to try and knock you into the drink, where you're going to be hit with massive environmental debuffs. The whole thing is a sticky wicket from top to bottom, unless you're playing a race whose natural environment is underwater, in which case you're either playing an entire undersea campaign (which probably makes you the only one) or you're comfortable taking, in all likelihood, some degree of penalties for spending time on land, which is where most of the action's going to be.
Needless to say, this was a book that I turned my nose up at time and again. The DriveThruRPG sales page says that DMGR9 had a small print run, but I could swear that I saw this everywhere, in store after store, untouched...though I suppose that explains why WotC wouldn't feel inclined to print it again. As with quite a few other leatherettes, I picked it up purely to fill out the collection.
As it was, when I first sat down to read this, I remember being quite exasperated at how this book felt compelled to reinvent the wheel. I'd picked up a copy of the Naval Battle Rules: The Seas of Cerilia before this, mostly because I was going through a mass-combat kick, and the rules for ship-scale battles weren't usable with what's here. The same is true for FOR3 Pirates of the Fallen Stars.
The actual underwater adventuring rules are slightly better in this regard, mostly because - outside of some low-level overviewing in the DMG - the topic hadn't really been covered much in AD&D 2E. Which, I maintain, is evidence of how unappealing it is. The topic got some coverage in GA1 The Murky Deep, for example, and The Inner Planes (i.e. the Elemental Plane of Water), and probably sporadic coverage elsewhere. I suspect that it was a big part of Evil Tide, Night of the Shark, and Sea of Blood - that is, the three "Monstrous Arcana" adventures that went with The Sea Devils - which were apparently meant to be used in tandem with this book.
For what it's worth, I don't hate all aquatic sourcebooks; Sea of Fallen Stars was absolutely packed with new lore and PC-facing information, a lot of it new races, and was something I quite enjoyed; that book made me believe that it might really have been possible to do an entire underwater campaign, even if I still doubt anyone ever did. Since, you know, a lot of enemies - not all of them, but a lot of them - will have an easy way to escape:
Now, this is usually the part of the overview where I go over some of the specifics...but in all honesty, what's the point? You already know exactly what's in here. It's rules for being on a ship, piloting a ship, ships in combat, combat modifiers for fighting underwater, spell modifiers for using magic underwater, a handful of underwater-specific spells and magic items, underwater environmental effects, etc. I don't know how a book about the wettest of environments can be so dry.
Overall, this book felt - for lack of a better word - perfunctory. It was done because waterborne scenarios are the go-to for "switch up the environment" adventures. Sailing and swimming are both different enough from being on land that they require a boatload (heh) of new rules to adjudicate. The only real question was if there was enough to make a stand-alone sourcebook for it all instead of cramming it into a more generic book on "unusual adventure locales" or something like that. Someone decided that there were, and so this was what we got, ending the DMGRs not with a splash, but with a whimper.
Buried treasure, this one was not.
Please note my use of affiliate links in this post.
Yeah, I'll be honest here: waterborne adventuring - whether on ships or underwater - has never interested me. As much as I like pages and pages of new rules, those can only do so much to capture my attention when the topic that they're quantifying is one I don't care very much about. That's because adventuring in the water always just seemed like a big middle finger to adventurers. I know it isn't meant to be that way, but it always seems to come down to two things: 1) massive changes to various rules, all of which hamper, impede, or restrict what the PCs can do, and 2) intelligent enemies targeting whatever's allowing the PCs to breathe and/or keeping them mobile.
That last one doesn't sound like a big deal when you get down to it - how many enemies can really afford to cast dispel magic over and over again in hopes of knocking out a presumed water breathing spell, or will somehow intuit that someone's wearing a helm of underwater action and try to steal/sunder it? - but that sort of thing tends to come up for big, climactic boss fights. This is D&D; spellcasters are everywhere, and you can't expect those guys not to go for the throat when it's a battle to the death. And yet every spellcasting kraken and sahuagin high priestess and ancient sea wyrm seems to forget that they can just knock out the PCs' life support magic and then let the environment do their work for them.
For that matter, point #1 is kind of the same issue. Even if you're fighting on the deck of a ship, expect any monster that clamors up over the side to try and knock you into the drink, where you're going to be hit with massive environmental debuffs. The whole thing is a sticky wicket from top to bottom, unless you're playing a race whose natural environment is underwater, in which case you're either playing an entire undersea campaign (which probably makes you the only one) or you're comfortable taking, in all likelihood, some degree of penalties for spending time on land, which is where most of the action's going to be.
Needless to say, this was a book that I turned my nose up at time and again. The DriveThruRPG sales page says that DMGR9 had a small print run, but I could swear that I saw this everywhere, in store after store, untouched...though I suppose that explains why WotC wouldn't feel inclined to print it again. As with quite a few other leatherettes, I picked it up purely to fill out the collection.
As it was, when I first sat down to read this, I remember being quite exasperated at how this book felt compelled to reinvent the wheel. I'd picked up a copy of the Naval Battle Rules: The Seas of Cerilia before this, mostly because I was going through a mass-combat kick, and the rules for ship-scale battles weren't usable with what's here. The same is true for FOR3 Pirates of the Fallen Stars.
The actual underwater adventuring rules are slightly better in this regard, mostly because - outside of some low-level overviewing in the DMG - the topic hadn't really been covered much in AD&D 2E. Which, I maintain, is evidence of how unappealing it is. The topic got some coverage in GA1 The Murky Deep, for example, and The Inner Planes (i.e. the Elemental Plane of Water), and probably sporadic coverage elsewhere. I suspect that it was a big part of Evil Tide, Night of the Shark, and Sea of Blood - that is, the three "Monstrous Arcana" adventures that went with The Sea Devils - which were apparently meant to be used in tandem with this book.
For what it's worth, I don't hate all aquatic sourcebooks; Sea of Fallen Stars was absolutely packed with new lore and PC-facing information, a lot of it new races, and was something I quite enjoyed; that book made me believe that it might really have been possible to do an entire underwater campaign, even if I still doubt anyone ever did. Since, you know, a lot of enemies - not all of them, but a lot of them - will have an easy way to escape:
Now, this is usually the part of the overview where I go over some of the specifics...but in all honesty, what's the point? You already know exactly what's in here. It's rules for being on a ship, piloting a ship, ships in combat, combat modifiers for fighting underwater, spell modifiers for using magic underwater, a handful of underwater-specific spells and magic items, underwater environmental effects, etc. I don't know how a book about the wettest of environments can be so dry.
Overall, this book felt - for lack of a better word - perfunctory. It was done because waterborne scenarios are the go-to for "switch up the environment" adventures. Sailing and swimming are both different enough from being on land that they require a boatload (heh) of new rules to adjudicate. The only real question was if there was enough to make a stand-alone sourcebook for it all instead of cramming it into a more generic book on "unusual adventure locales" or something like that. Someone decided that there were, and so this was what we got, ending the DMGRs not with a splash, but with a whimper.
Buried treasure, this one was not.
Please note my use of affiliate links in this post.
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