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D&D 5E 5e RAW swimming.

Flexor the Mighty!

18/100 Strength!
The players in my game are out on The Darklake and this has become a question. Looking through the RAW I'm not seeing any real restrictions on swimming in say full plate other than the movement speed issues for not having a swim speed. Am I missing something? According to RAW can you swim with an anvil tied to your back assuming you have the STR to carry it? I'm going to make up some common sense house rules but just wondering if I'm missing something.
 

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delericho

Legend
I'm not aware of anything. I think this is one where I'd be inclined to rule in the same Disadvantage condition as is suffered on Stealth checks while in some armours.
 

jadrax

Adventurer
The players in my game are out on The Darklake and this has become a question. Looking through the RAW I'm not seeing any real restrictions on swimming in say full plate other than the movement speed issues for not having a swim speed. Am I missing something? According to RAW can you swim with an anvil tied to your back assuming you have the STR to carry it? I'm going to make up some common sense house rules but just wondering if I'm missing something.

The restriction is simple, the DM sets the target number based on how difficult he feels the test in question should be.

Swimming: Trivial: No check normally required
Swimming in Plate: Nearly Impossible*: DC 30


*This is over-generous, but you know it's a fantasy game.
 


MostlyDm

Explorer
The restriction is simple, the DM sets the target number based on how difficult he feels the test in question should be.

Swimming: Trivial: No check normally required
Swimming in Plate: Nearly Impossible*: DC 30


*This is over-generous, but you know it's a fantasy game.

Eh, you're exaggerating a fair amount actually. Google the subject and you will find one or more videos of swimming in plate armor. Difficult, but hardly impossible, especially if the distance is short and the water is calm.

Example that springs to mind was an untrained guy, not super strong, swimming a good 10 feet before he really started losing traction and sinking. While wearing plate.

So. Yeah.

I'd definitely apply disadvantage at a minimum though.

Maybe be a flat penalty (or DC increase) based on light/medium/heavy and then, additionally, apply disadvantage as per stealth.
 

shoak1

Banned
Banned
The players in my game are out on The Darklake and this has become a question. Looking through the RAW I'm not seeing any real restrictions on swimming in say full plate other than the movement speed issues for not having a swim speed. Am I missing something? According to RAW can you swim with an anvil tied to your back assuming you have the STR to carry it? I'm going to make up some common sense house rules but just wondering if I'm missing something.

We made all armors that give DIS on stealth give it for virtually all STR/DEX checks inc/initiative. Climbing, swimming, jumping, etc. Exceptions would be breaking down a door for instance. 3.5ish throwback rule, just makes sense imo. Also we said if u dont have heavy armor master, plate is only +7. And no magic shields, the stacking is just too op.
 

not-so-newguy

I'm the Straw Man in your argument
Example that springs to mind was an untrained guy, not super strong, swimming a good 10 feet before he really started losing traction and sinking. While wearing plate.

Disadvantage isn't bad enough IMO, I've got two weeks until next game so I'll put together some basic rules.

Perhaps use the exhaustion mechanic? Off the top of my head, I'd give a level of exhaustion on a failed save or a specific amount of time (one minute?)
 

MostlyDm

Explorer
Perhaps use the exhaustion mechanic? Off the top of my head, I'd give a level of exhaustion on a failed save or a specific amount of time (one minute?)

I love this idea. You can be as punitive as you like; con saves every round, every minute; whatever.

In fact I'm totally using this if it ever comes up. I'll just apply disadvantage on the Athletics checks themselves as per stealth, but swimming in any armor will require con saves or incur levels of exhaustion.

I could get granular with it, too. Save 1/round in dangerous, choppy waters or 1/minute in calm water. Save is made with advantage if in light armor, disadvantage in heavy.

Maybe a con check instead of a save, so the bonus stays low, but make the DC on the easy side, like 10. If con save, probably DC 15.

In actual play I think this results in the average low level fighter in plate mail who falls into choppy seas floundering around for a round or two and then drowning. (Disadvantage on athletics to go anywhere, disadvantage on a con check DC 10 each round to avoid exhaustion, and after a few levels of exhaustion his speed hits 0 and he drowns basically for sure.)


I'm okay with this. It allows for practical action, with steep consequences and adversity.

A medium armor master champion fighter in half-plate, on the other hand, will probably be able to swim to safety, provided it isn't too far away.
 

iserith

Magic Wordsmith
I wouldn't spend my time coming up with a subsystem for swimming in armor. The task resolution mechanic (ability check) handles this fine, if you happen to think the act of swimming in armor has an uncertain outcome. Perhaps in a charged situation where time is of the essence and danger other than drowning abounds, a check makes a lot of sense given the goal and approach of the character. In other situations, where there is no other immediate danger or drama afoot, then no check is required for just swimming in armor.

I think that exhaustion on a failed check is a suitable cost, absent additional context about the scene that involves swimming in armor. For example, the character swims ashore or back to the boat or the person he or she is trying to rescue, but takes a level of exhaustion in the process.

It needn't be more complicated or granular than that in my view.
 


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