Is it time for an Underwater Rules Overhaul (?) (2024)

I think you should run your table under any rules you want. But let me witter on before I start pitching some changes for you.

Fit for Purpose

Quote

BattleTech's current underwater rules in a nutshell:
- Half of your weapons no longer work.
- You could catastrophically implode at any moment.
- If it makes you feel any better, your mech runs slightly cooler.

Sauce for the goose. Both you and your opponents will suffer the same penalties. If you fight an enemy on an open plain, the unit with ground movement and range will have an advantage. On broken terrain, a unit with jump jets and close-range weapons will do well. In space, victory will probably go to the one who brough LB-X autocannons and SRMs. Battletech is a game about the terrain as much as it is the units. Water is just another terrain, one that confers benefits and drawbacks for the player to utilize.

Woods hexes and elevated hexes and building hexes all provide ways to interact with advantages and drawbacks which force a player to make a choice when interacting with them. Some units will have more choices than others, but that's the paradigm and it's how games work: players make choices between options to maximize their chances of winning.

TacOps introduces a lot of additional types of terrain and weather to increase those options. The entire a la carte design philosophy of the Battletech game/franchise is based on adding more things to your game/campaign to interact with.

Water in Battletech does offer some choices:
-Units with heat sinks in their legs can dissipate more heat and enjoy partial cover in exchange for losing a lot of MP, having no cover, and a chance to fall.
-Units can take total cover unless another unit follows them into the water to have a knife fight on a parallel map with a lot of dice rolls.
-You can push/charge someone into water so that their hit locations without armor are disabled.
-It can be a less-desirable hex when compared to an already undesirable hex (say, Rubble).
-Fielding non-mech aquatic units.

So Water fulfills its basic game role of offering choices. Nominally. After all, having a battlemech fight entirely in depth two water isn't necessarily the point of having those rules. Like how salt is a great seasoning, but it doesn't make an edible main course. Are the water rules bad if they were only ever intended to be an all-but-impassible terrain type? Well, we have submarines and UMUs and MASS and torpedoes that tell us they weren't "only ever" intended for that.

The modern water rules feel like the result of the grinding of "let's have some water on the battlefield" gears, "we're creating a realized universe which has to include boats" gears, and "let's make some aquatic toys" gears.

So, does Catalyst need to overhaul BattleTech's water rules? I don't think the IP's success depends on it.

Would it be nice for players to have a set of water rules which create a more engaging experience when fighting underwater with 'mechs? Yeees.

The Purpose
So what's not fun about using 'mechs in water?
-PSR rolls: Slows down the game and drains MP that are already at a premium.
-Breach rolls: Slows down the game and creates a random element where any damage can suddenly become critical.
-Ranges/weapons: If you duck into water mid-fight, you might already be close to an opponent, but if you're not then you've got to spend several turns closing.
-High movement costs: If every hex costs 4 MP at least, then your movement options drop precipitously. You have fewer choices and the short range of your weapons dictate most of those options will be "waddle into range."

You don't need to change all of these to make water combat more engaging.
Changing breach and PSR rolls would make aquatic combat a slow slugfest between 'mechs' energy weapons.
Changing the PSR rolls and diminished weapons would make water an arena of quick death from low TMMs and frequent breach rolls.
Changing breach rolls and high movement costs would make fighting in water a push-your-luck slugfest of speed versus (limited) firepower.

Changes
So which rules you'd change depends on what you want that combat to look like. Just a few ideas:
PSR Rolls
-Only require PSR rolls for moving from land to water.
-Only make one PSR per turn for being in water.
-Allow a unit to spend additional MP instead of making a PSR for being in water.

Breach Rolls
-Make breach rolls harder, but give larger weapons/damage clusters a bonus that makes them more likely.
-Require a breach roll only for damage clusters above a certain level (say, half a location's armor)
-Instead of multiple breach rolls, make one hit location roll at the end of a turn a unit was hit. If that location matches one that took damage, then the location is breached. (Very bad for the CT)
-Auto-breach for ever so much damage.
-Forget breaches and just make a determining critical hit roll at the end of the turn for each location hit. Instead of flooding whole locations, individual components are flooded.

Ranges/Weapons
-Allow all weapons to fire underwater
-Allow torpedoes as alternate ammunition for LRMs, SRMs, & MMLs.
-Let energy weapons work normally underwater.
-Let ballistics shoot into/from depth 1 water.
-Let ballistics shoot in water with a reduced range for a fail chance.
-Give ballistics aquatic specialty ammunition.

High Movement Costs
-Reduce the movement cost for depth 2+ water by 1 or 2 points. Reducing it by two points would be a lot.
-Reduce elevation change costs for 'mechs in depth 2+ water by half and let them change up to three elevation at a time.

Patch-Fixes
You could also create equipment for working in water, which doesn't revise water rules, but allows units more easily to circumvent their effects.
LaSMs - Land-sea 'Mechs. Like LAMs, LaSMs can reconfigure themselves to operate well in the sea. They transform like LAMs and once they're transformed, the need to make PSRs is removed and MP cost for water hexes is reduced.
Hydro-Attuned Lasers - Lasers that do okay on land and okay in water.
AES for water - AES for your legs that lets you avoid making water PSRs. Or a feature added to existing AES.
VLMs - Vertical launch missiles. They can shoot from water to targets not in water.
Depth Charges - Missiles that can fire from targets not in water to targets in water.
[Unused fortification superlative] Armor/Structure - A type of armor/structure that better resists breaches or diminishes breach effects. Or an added feature to existing armor/structure types.

You could also let me run into water. It's not really related to your thing, but let me slam a 'mech traveling at 110kph into a lake. I can take it!

Caution and Conclusion
The issue is that if you're on a 'normal' battlefield and your 'mechs are optimized for land combat and your enemies are optimized for aquatic combat, then they might find a lake and sit on it while you each dare each other to come into your tiny sub-battlefield where you have the advantage.

Submarines and aquatic units might be at a disadvantage. They have a niche now and letting 'mechs work in water might obsolete them. Counterpoint: I don't care about vehicles and never will.

If you create weapons that fire from water onto land, it could be very annoying. Albeit, a way to irritatingly force an enemy into your favored terrain, which they aren't optimized for and creates a flailing, unfun way for them to win or a flailing, unfun way for them to lose.

Water rules are clunky, clunkier than they should be given how close they are to the core gameplay experience. But they're not too far out of spec. A full revision isn't necessary, but how you change them depends on how you want to change the gameplay underwater. The best way to tell if your changes are working is to playtest, playtest, playtest.

Is it time for an Underwater Rules Overhaul (?) (2024)

FAQs

What are the rules for swimming in D&D? ›

Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion.

How much of Call of the Netherdeep is underwater? ›

The group have arrived in Cael Morrow (drowned, ruined city) and exploring it is all underwater, the following section (The Netherdeep) is also entirely underwater.

Can you swim without a swim speed 5e? ›

A character without a swim speed (or a climb speed in the case of climbing) needs to make a Strength (Athletics) check in order to swim and move half the character's speed, presuming difficult swimming conditions.

Is water difficult terrain 5e? ›

For the purposes of calculating moving speed, water counts as difficult terrain. This is true whether the players are fully submerged, trudging across a river, or racing against time in a flooding dungeon to solve the puzzle that opens the door before they drown.

How long can you stay underwater in D&D? ›

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).

What are the rules for underwater in 5e? ›

When your target is underwater, if you don't have a swim speed, your weapon attacks are made at disadvantage unless you attack with a dagger, javelin, shortsword, spear, or trident. And your unarmed strikes are made at disadvantage.

What is the cap of water breathing D&D? ›

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Can Genasi breathe underwater? ›

Water genasi

Most have large, blue-black eyes, and they often have blue or green skin that is persistently moist. These genasi have a swimming speed of 30 feet, can breathe both air and water, and innately know the Shape Water cantrip.

How does underwater combat work in 5e? ›

Almost any attack a player attempts underwater will be disadvantaged. It's just not as easy to forcefully club an enemy over the head with a Warhammer or hit a target from a distance underwater. So, with few exceptions, any melee or range attack will have a disadvantage.

What happens if you never swim? ›

You may feel more sluggish or less focused than usual if you don't swim. Swimming releases endorphins in your brain that help you feel energized. Skipping a swim means your body won't produce those endorphins, leaving you feeling foggier than usual.

Is it possible to swim without legs? ›

Anyone who has ever learned to swim can do it. No devices are required and it is possible with virtually all types of disabilities. There are international competitive swimmers who have lost arms and legs and are still able to compete in the sport on the highest level.

Can we swim without hands? ›

It is possible, however, to swim by moving only legs without arms or only arms without legs; such strokes may be used for special purposes, for training or exercise, or by amputees (paralympians) and paralytics.

Is shape water useful in D&D? ›

This useful cantrip allows you to redirect the flow of water that you can see up to 5 feet in any direction. You can even form it into simple animated shapes that will last up to an hour without concentration. These changes aren't just limited to the shape or direction of the water.

Can everyone swim in D&D? ›

Yes, a player character is assumed to know how to swim, and doesn't need any specific proficiency or training to do so.

How do you get holy water in D&D? ›

Holy Water (flask)

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

How far can you swim in D&D? ›

By RAW (regardless of armor worn or weight of gear): Human CON 0 modifier can hold breath for 1 minute and swim 300 feet underwater. Human CON 3 modifier can hold breath for 4 minutes and swim 1,200 feet underwater.

How does water work in D&D 5E? ›

A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.

What is the drowning condition in D&D? ›

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

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