Looking Forward to "Stormwrack"

I'm really exited about this one.
I'm going to start a Iron Heroes seafaring campaign and really expect much help and inspiration for this book.
I'm less interested in the undersea stuff, but I'll shurely find use for that as well and at the higher levels may even tap into the theme.
And how can somebody not like sea adventures:
The prospect to fight weather and waves, daring pirates and intrigant merchants, the biggest of monsters and the vile sea devils, ninjas and bourocraths (ok those don't have anything to do with sea travel but fighting them is cool), all the while traveling between the most diverse islands and continents, wittnessing their bizzare cultures and fantastic locations.
 

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The preview mentions "narrative ship-to-ship combat system" and I'm very interested in seeing how WoTC's version fares against all the others that are out there. All in all I am very excited for this one, piratey stuff is my lifeblood and area of expertise (and I'm also a bit of a book junky.. I'm man enough to admit that. :heh: )

J from Three Haligonians
 

Steverooo said:
Two words forya: Dispel Magic!

Besides needing Water Breathing & Free Action, there is no spell in the core rules to allow for dealing with the pressure variations, bends, etc. At least the dungeon, while a hostile environment, won't kill you if you enter an Anti-Magic Sphere. The ocean generally will. Sahuagin, encountering your PCs below the waves, will Dispel Magic, and be done dealing with you... Even if you have a Necklace of Adaptation, or somesuch, a targetted Dispel Magic will KO it for long enough to make you pretty surely dead.

At deep depths (more than 150'), any cold spell that strikes you will envelop you in ice, forcing you to the surface. The bends will then incapacitate you, and probably finish you off.

As D&D stands now, the Anti-Magic magics rule, for surface dwellers below the depths! They SHOULD be very afraid to walk the ocean floor!

There are no rules detailing underwater adventuring. Forget about the DMG, that's just a feather in the wind. All the more reason to at least detail proper rules for underwater adventuring. Who said cold spells will turn you to ice, for example? Who says Water Breathing doesn't protect you from the bends or pressure effects?

I understand the Dispel Magic argument, but you can always get a Ring of Counterspells, or have a counterspell specialist along with you. I at least think that if it's a dangerous as you say it is, shouldn't us ingenius players have the opportunity to play there if we want? Players go to dangerous places all the time - how is an aerial adventure in a sky castle any different with regard to flying PCs and falling? PCs fly all the time and accept the danger, so why not swim.

I'd just like to see better rules for underwater adventuring.

Pinotage
 

Pinotage said:
There are no rules detailing underwater adventuring. Forget about the DMG, that's just a feather in the wind. All the more reason to at least detail proper rules for underwater adventuring. Who said cold spells will turn you to ice, for example? Who says Water Breathing doesn't protect you from the bends or pressure effects?

I understand the Dispel Magic argument, but you can always get a Ring of Counterspells, or have a counterspell specialist along with you. I at least think that if it's a dangerous as you say it is, shouldn't us ingenius players have the opportunity to play there if we want? Players go to dangerous places all the time - how is an aerial adventure in a sky castle any different with regard to flying PCs and falling? PCs fly all the time and accept the danger, so why not swim.

I'd just like to see better rules for underwater adventuring.

Pinotage

Sheesh, P! Did you think I said you can't play there? Re-read YOUR own question. That's the one I answered... The arguements I leave for the interested.
 

I would imagine the hadozee are still "deck apes," it's just that the decks they're on tend to stick to the oceans, and not venture out into voidspace.

Johnathan
 

Steverooo said:
They SHOULD be very afraid to walk the ocean floor!

Walking? How about a little thing I like to call....swimming? ;)

The ability to breathe underwater and swim are requirements, for my game. I took the whole "standard race uses magic to explore the depths" out of the equation from day one. There is one human PC, bt he was altered with grafts granting him the ability to live beneath the waves.
 

Steverooo said:
Now Oathbound: Domains of the Forge has some Prestige Race ways around all of that... They're not dispellable, but give you ways to "modify your race" to gain gills, become acquatic, survive crushing pressures, and even survive without air.

As does Shaping the Self from Genjitsu.

What I am hoping for is more than a few pages on freshwater. The only source that I have seen that has ant critters specifically for freshwater is the recent EN publishing's Along the Banks of the River Vaal. It is frustrating since saltwater and freshwater so very different and placing a creature from one into the other generally doesn't work well.
 

Mark Hope said:
Hadozee - aren't those the "deck apes" from Spelljammer? They were a pretty cool concept back in the day - I wonder how they have been ported over to an an aquatic setting...
They were, and I also do remember them bringing back the Yazirians in D20 Future, which the Hadozee were based on.
 

Steverooo said:
Sheesh, P! Did you think I said you can't play there? Re-read YOUR own question. That's the one I answered... The arguements I leave for the interested.

Heh! I think I jumped over that one! Still, despite the dangers, I still think it would be worth getting some good rules out. Danger is what adventuring is all about, after all. :)

BTW, was the use of 'P' to address me deliberate or just for short, since people who call me 'P' are generally people I've gamed with in the past? :)

Pinotage
 

I'm normaly not a big setting rules sort of guy, but liking Eberron as a setting, and generaly likeing the high seas, I think this book should be wonderful. Hopefully, some of it will translate well to airships as well, as high adventures in high altitude (instead high seas) seems like it could have the potential to be a goldmine of fun stuff to do.
 

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