[RPG] What’s the up side of aquatic campaigns in Pathfinder

pathfinder-1eworld-building

Everything I've found about aquatic campaigns would suggest that they are inherently more difficult than traditional campaigns, for the GM and player both.

The Rules Difficulties

For one thing, there are more rules for underwater play. This, of course, means even more things to keep track of than normal. These are the rules I'm referring to. Most of them really just serve to limit the game even further, without really adding much. As an example, it makes fighting at range highly difficult, if not out right impossible. In exchange, ranged fighters gain no benefit at all, nor is any additional potential combat style added to make up for it.

However, even though it limits the potential options, the additional rules still don't answer all my questions. Ex.; Does depth have any effect? Do tropical vs. arctic waters have any differing rules?
Not to mention the fact that Pathfinder, being a game built around the concept of 2D movement, really doesn't flesh out the rules for a 3D environment very well, which an Aquatic campaign would have to be by necessity.

And, finally, it limits the options that the players have. Obviously, they would have to play as an aquatic race. I know of three, and outside of being amphibious, none of them are all that interesting. Beyond that, it also makes playing certain classes harder-spell casters in particular coming to mind-as well as restricting animal companions and the like to only those things that can survive under water.

What's the Benefit?

All of that said; Is it worth it? Again, I've never played in an all-aquatic campaign. Have you, and what's the payoff that makes it worth the difficulties I see? Is it an acquired taste, so-to-speak, or is it one of those things that you should do once for the experience, but never again? Or perhaps it's something that just really isn't worth all the hassle? I'm looking for answers from experience, please and thank you.

The reason I'm asking all this is two-fold. For one, having never played in such a campaign, I'm wondering if there is some aspect of the game-type that I'm missing that makes up for all the issues I've stated.
For two, the group I'm currently taking part in (none of which have played in such a campaign, either) is considering playing in such a game, and unlike most other situations, I (the traditional voice of experience in the group) have no advice to offer them about it.

Best Answer

I would love to hear from someone who has played an aquatic campaign. What follows is simply my observations about what upsides the rules offer:

3D Tactics

  • While this was listed as a downside because of the hassle, it is also an upside because it opens up new tactical decisions. A quick thought experiment would be to imagine a standard game where all PCs and most enemies have the ability to fly.
  • Structures can assume 3D movement, which opens up new designs, albeit at the expense of pit traps. Perhaps the paradigm is inner-vs-outer rather than higher-vs-lower.
  • Depth strata can provide means of retreat. Various species should be able to go to great depths without taking pressure damage (1d6 per minute for every 100 feet below the surface).

Melee Heavy

  • Because ranged weapons are restricted, closing to melee will likely happen even more than in a standard game. Because the majority of statted monsters are best at melee, this adds to the challenge, letting the monsters make use of their potent abilities more frequently.

  • Thrown or dropped weapons will not simply sit on the ground, waiting to be picked up at the end of combat. Unless you're fighting at the depth where your weapons have neutral buoyancy, they will sink out of reach or possibly float up toward the surface. The same goes for corpses and loot.

Alien World

  • While the relative lack of source material is a downside, the world is wide open for home-brew creatures, especially incredibly large creatures and horrors from the deep.
  • Even a "standard" race like the merfolk are alien. Do they lay eggs like fish? Probably. Also, they likely eat their fish raw and don't bother with cooking. The farming they do is probably very different, involving cubical or spherical pens for edible fish/crustaceans/etc. They may have domesticated their own plant species that they tend near the surface.
  • Because pressure differentials can be lethal, the depths at which a given species are at home can be a big differentiator. Perhaps merfolk have no special ability to dive deep, and so stay near the surface. If Kuo-toa are really Deep Ones, then perhaps they should have the special ability to be immune to damage from pressure, which suddenly changes the dynamic between merkfolk and Kuo-toa.
  • Most of the probably playable races can breathe air, but there should really be fully Aquatic races that cannot breathe air any more than humans breathe water. Creatures and races that are at home at deeper depths should suffer when close to the surface.
  • You can take the large treasury of monster stats out there, add the aquatic subtype and a swim speed, and then re-skin them to make an old baddie feel brand new.