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General Tabletop Discussion
*TTRPGs General
No Naval Rules?
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<blockquote data-quote="TheAuldGrump" data-source="post: 5183394" data-attributes="member: 6957"><p>I do not know which edition of D&D is being alluded to, but once you get into third party publishers there are a <em>lot</em> of choices for naval adventuring in 3.X. Classic Play Book of the Sea can be combined quite nicely with Classic Play Strongholds & Dynasties, giving a fairly quick and well blended combination of land and sea mass combat. When the galleons are reducing the fortifications on land this can be quite useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Corsair by Adamant builds on the same rules, and adds quite a bit more detail.</p><p></p><p>Skull & Bones by Green Ronin is dedicated to piratical plunderin', pillagin, and nefarious deeds.</p><p></p><p>I never played Twin Crowns by Living Imagination, but it also has naval rules.</p><p></p><p>Seafarer's Handbook by Fantasy Flight.</p><p></p><p>Swashbuckling Adventures had Ships & Sea Battles.</p><p></p><p>While it may have been ignored by the core books naval adventuring was well represented by the third party market - and many of the books I have mentioned were very well done. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The Auld Grump, ships and war seem to be universal themes in my campaigns.</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 5183394, member: 6957"] I do not know which edition of D&D is being alluded to, but once you get into third party publishers there are a [i]lot[/i] of choices for naval adventuring in 3.X. Classic Play Book of the Sea can be combined quite nicely with Classic Play Strongholds & Dynasties, giving a fairly quick and well blended combination of land and sea mass combat. When the galleons are reducing the fortifications on land this can be quite useful. :) Corsair by Adamant builds on the same rules, and adds quite a bit more detail. Skull & Bones by Green Ronin is dedicated to piratical plunderin', pillagin, and nefarious deeds. I never played Twin Crowns by Living Imagination, but it also has naval rules. Seafarer's Handbook by Fantasy Flight. Swashbuckling Adventures had Ships & Sea Battles. While it may have been ignored by the core books naval adventuring was well represented by the third party market - and many of the books I have mentioned were very well done. :) The Auld Grump, ships and war seem to be universal themes in my campaigns. [/QUOTE]
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