Hi guys, my DM has suggested removing water based races in Ghosts of saltmarsh as he feels it will ruin the combat encounters. Is this true, can anyone give any thoughts on this. Also for reference we plan on doing this in the harder mode of a short rest being 8 hours and a long rest being 7 days.
It shouldn't be that big of a deal. There are only 4 aquatic races any way (not counting semi-aquatic races or races that can hold their breath for a long time of which there are 5).
Plus by 5th level most spellcasters can learn water breathing (except cleric and bard). By 9th level artificer's and rangers can learn it, and bards can pick it up with magical secrets (level 6 if lore bard, otherwise level 10).
Plus there are an abundance of water breathing items (seriously there are more than 4) around uncommon rarety.
Asking for clarification, he is considering banning the PCs from playing as water breathing races? If so I don't think its necessary. A lot of Ghosts of Saltmarsh's early level adventures don't necessarily require you to actually go into the water, so while the ability to breath water can add interesting options it will have limited use. On the flip side by the time you reach level 5-6 you are generally going to want a reliable way to breathe underwater.
By that point I would ask if your DM is interested in the challenge of air breathing races having to find the limited means of breathing underwater such as the water breathing spell.
If your DM is interested in whether water-breathing races can ruin encounters, there is a homebrew game called Ghosts of Saltmarsh: Call of the Kraken that they can watch on youtube that should give them a fairly good idea as 4 of the 5 players in that game are aquatic races.
An Aarakokra and Variant, flying, Tiefling in the party did more to cause havoc on various encounters than anything. Made ship combat laughingly simple. The group can acquire some magical water assist items and potions along the way, so there's really no point in banning aquatic based PC races (unless the DM is going to restrict the magical aides and wants the party to suffer when it does go underwater).
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Hi guys, my DM has suggested removing water based races in Ghosts of saltmarsh as he feels it will ruin the combat encounters. Is this true, can anyone give any thoughts on this. Also for reference we plan on doing this in the harder mode of a short rest being 8 hours and a long rest being 7 days.
It shouldn't be that big of a deal. There are only 4 aquatic races any way (not counting semi-aquatic races or races that can hold their breath for a long time of which there are 5).
Plus by 5th level most spellcasters can learn water breathing (except cleric and bard). By 9th level artificer's and rangers can learn it, and bards can pick it up with magical secrets (level 6 if lore bard, otherwise level 10).
Plus there are an abundance of water breathing items (seriously there are more than 4) around uncommon rarety.
So it won't really effect gameplay either way.
Plus enough of Ghosts requires breathing air that a water breathing race doesn’t have that much of an advantage.
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Asking for clarification, he is considering banning the PCs from playing as water breathing races? If so I don't think its necessary. A lot of Ghosts of Saltmarsh's early level adventures don't necessarily require you to actually go into the water, so while the ability to breath water can add interesting options it will have limited use. On the flip side by the time you reach level 5-6 you are generally going to want a reliable way to breathe underwater.
By that point I would ask if your DM is interested in the challenge of air breathing races having to find the limited means of breathing underwater such as the water breathing spell.
If your DM is interested in whether water-breathing races can ruin encounters, there is a homebrew game called Ghosts of Saltmarsh: Call of the Kraken that they can watch on youtube that should give them a fairly good idea as 4 of the 5 players in that game are aquatic races.
An Aarakokra and Variant, flying, Tiefling in the party did more to cause havoc on various encounters than anything. Made ship combat laughingly simple. The group can acquire some magical water assist items and potions along the way, so there's really no point in banning aquatic based PC races (unless the DM is going to restrict the magical aides and wants the party to suffer when it does go underwater).