Official Rules on ocean travel?

johnsemlak

First Post
Are there any official rules on ocean travel, including navigating (and not getting lost), random encounters, speeds, etc.

The Arms and Equipment guide does have info on the ships themselves but doesn't cover travel very well.

If not in a WotC book, is there a 3rd party book that does it well?
 

log in or register to remove this ad

Not sure if will help John, but there is a guide to the Blood Sea. Perhaps THAT might have what you're looking for. Course you have to wait a month...
 

Nightfall said:
Not sure if will help John, but there is a guide to the Blood Sea. Perhaps THAT might have what you're looking for. Course you have to wait a month...
ACtually, I AM very intersted in that supplement, Nightfall.

Still, I'd like some 'standard' rules, as well (I assume the encouter table, if tehre is one, for the Blood Sea will be rather specific).
 

Not sure if there is one. But I will say with Joseph Carriker's enjoyment of Wilderness and Wastelands, it's entirely possible. I have heard, through a source, there will be focus above and below the waters. So you'll get a sneak peak into Kadum's holding, along with the Piscean's city and possible Queen Ran's home. Along with that, various Blood Sea Pirates and other people that sail on its waters.


But for standard stuff...uhm I think maybe might want to invest in the Seafarer's Guide. I think it's by Fantasy Flight Games. I'm more sure of the TITLE than the publisher/distributor.
 

Nightfall said:
But for standard stuff...uhm I think maybe might want to invest in the Seafarer's Guide. I think it's by Fantasy Flight Games. I'm more sure of the TITLE than the publisher/distributor.

The Seafarer's Handbook, published by Fantasy Flight Games. Authors: Kurt Brown, Mark Chance, Lizard, David Lyons, James Maliszewski, Mike Mearls, and Brian Patterson

The book is very good, and forms the basis for nautical stuff in my D&D gaming. It talks about sailing, ship stats, surface campaigns, undersea campaigns, and so on. Much of the book is about ship design, offering a system for designing and building ships, as well as a selection of sample designs.

The book does not offer a full ready-made setting (although some sections are fleshed out enough to be dropped into a campaign); it is more a toolbox type of work that provides a framework for the DM to add nautical and undersea elements to a campaign world.

Most of the material focuses on short-distance speeds (ship-to-ship combat). Hazards and encounters are discussed, but (looking quickly at my copy) I don't see encounter tables spelled out.
 

Silveras said:
The Seafarer's Handbook, published by Fantasy Flight Games. Authors: Kurt Brown, Mark Chance, Lizard, David Lyons, James Maliszewski, Mike Mearls, and Brian Patterson

The book is very good, and forms the basis for nautical stuff in my D&D gaming. It talks about sailing, ship stats, surface campaigns, undersea campaigns, and so on. Much of the book is about ship design, offering a system for designing and building ships, as well as a selection of sample designs.

The book does not offer a full ready-made setting (although some sections are fleshed out enough to be dropped into a campaign); it is more a toolbox type of work that provides a framework for the DM to add nautical and undersea elements to a campaign world.

Most of the material focuses on short-distance speeds (ship-to-ship combat). Hazards and encounters are discussed, but (looking quickly at my copy) I don't see encounter tables spelled out.
Sounds like a good supplement. Does it have mechanics on navigating at sea (and getting/not getting lost), weather tables and effects, ocean encounter tables, etc?
 

johnsemlak said:
Sounds like a good supplement. Does it have mechanics on navigating at sea (and getting/not getting lost), weather tables and effects, ocean encounter tables, etc?

In short, no.

The book seems to have avoided repeating too much of anything that could be found or extrapolated from the DMG.

So, new Hazards are discussed (whirlpools, waterspouts, tidal waves) in much the same manner as the 3.0 DMG discussed Avalanches and Temperature Extremes. General Random Encounter tables are not provided, much as the 3.0 DMG left those to the DM. Personally, I consider this a benefit, as I would rather create such a table to represent the conditions of my world, anyway. I don't need a generic table that I am going to have to over-rule half the time, anyway. Random Weather is not discussed; presumably, because it is in the DMG.

Navigating is not discussed much, (presumably) because the basics are covered in the skills in the PH. I guess what I should say is this: it is not discussed directly, no new systems are presented. However, there are new feats and spells that would provide new bonuses and penalties using the existing rules.

The book discusses the motivations and the types of adventures you can have in a sea-based campaign. In that context, it discusses voyages of discovery and trading voyages; it does not the MECHANICS of long-distance sea travel at all. While casual mention is made of navigation by star sighting, there are no rules provided.

I should mention that real "sea travel", historically, was later than the period in D&D standard. The most advanced nations might be trying it, but for the cultures that are the models for D&D, most stayed in sight of land and navigated from landmark to landmark. Naturally, a fantasy campaign can be more generous on this point, but it is worth mentioning.
 

Pets & Sidekicks

Remove ads

Top