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General Tabletop Discussion
D&D Older Editions
[COMPLETE] Looking back at the leatherette series: PHBR, DMGR, HR and more!
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<blockquote data-quote="Orius" data-source="post: 8268339" data-attributes="member: 8863"><p>Os Ships and the Sea is an okay reference myself, at least I don't actively dislike it like The Castle Guide or Sages and Specialists. </p><p></p><p>The main issue with specific rules for ship combat is that they were tied in with specific campaign settings -- Birthright and the Realms for the examples mentioned -- where a core set of rules that could be used anywhere would have been the better approach. I personally didn't bother with a lot of the settings myself, so it never helped when they had rules that would have been useful outside the setting. It's really part of a general problem with 2e as a whole. This is a book that should have been done several years earlier TBH. </p><p></p><p>The naval combat rules do seem to be pretty complicated though. I suspect they're a lot of trouble, but I've never really gotten any opinions from people who've actually used them. </p><p></p><p>The underwater rules are very comprehensive. There were such rules and guidelines before in 2e, but they were scattered around; this book at least presents a single, definitive set of rules for underwater adventuring.</p><p></p><p>As for the sahuagin sourcebook and adventures, TSR seemed to have an aquatic theme running for 1997. There was this book, the sahuagin stuff, and the fourth MC Annual, which compiled a lot of various aquatic monsters together. TSR's bankruptcy disrupted that though, with the MC being delayed until the end of 1998.</p><p></p><p>Anyway, I think this is a useful book to fill out a 2e library, and it should be very useful if running any sort of aquatic campaign, but it's also a set of rules that won't be needed all the time.</p></blockquote><p></p>
[QUOTE="Orius, post: 8268339, member: 8863"] Os Ships and the Sea is an okay reference myself, at least I don't actively dislike it like The Castle Guide or Sages and Specialists. The main issue with specific rules for ship combat is that they were tied in with specific campaign settings -- Birthright and the Realms for the examples mentioned -- where a core set of rules that could be used anywhere would have been the better approach. I personally didn't bother with a lot of the settings myself, so it never helped when they had rules that would have been useful outside the setting. It's really part of a general problem with 2e as a whole. This is a book that should have been done several years earlier TBH. The naval combat rules do seem to be pretty complicated though. I suspect they're a lot of trouble, but I've never really gotten any opinions from people who've actually used them. The underwater rules are very comprehensive. There were such rules and guidelines before in 2e, but they were scattered around; this book at least presents a single, definitive set of rules for underwater adventuring. As for the sahuagin sourcebook and adventures, TSR seemed to have an aquatic theme running for 1997. There was this book, the sahuagin stuff, and the fourth MC Annual, which compiled a lot of various aquatic monsters together. TSR's bankruptcy disrupted that though, with the MC being delayed until the end of 1998. Anyway, I think this is a useful book to fill out a 2e library, and it should be very useful if running any sort of aquatic campaign, but it's also a set of rules that won't be needed all the time. [/QUOTE]
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[COMPLETE] Looking back at the leatherette series: PHBR, DMGR, HR and more!
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