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5E underwater thoughts
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<blockquote data-quote="Tony Vargas" data-source="post: 7210304" data-attributes="member: 996"><p>The same general tricks that worked back in the day should work now. Fire just doesn't work underwater, cold has a reduced range/area and might create a nice big chunk of ice in the area, lightning changes from whatever it shape it was supposed to be into a burst. </p><p></p><p> There's water genasi, I suppose. You could have a race of Atlantean/Lemurian style humans who don't breathe water or have blue skin, but do have skills & equipment adapted to living underwater, either magical or fantasy-tech type solutions - like the scuba gear made from giant shells in the old Mysterious Island, for instance.</p><p></p><p> There are sea elves, so I suppose you could have sea-gnomes, who are also fey. If you use the 3e-gypsy-style halflings, they could be wandering in ships instead of caravans; if you use the traditional hobbitsy-borrowing halflings they could live in comfortably-renovated air-filled gaint-monster-shells, like communal hermit crabs.</p><p></p><p> Murky water perhaps enough so to make a difference, sure.</p><p></p><p> Yes & yes. Shorter ranges & smaller areas, but leaving ice behind. Could be interesting/different.</p><p></p><p> Yes, then again, it becomes an 'inhaled' toxin, since it'd be absorbed by the water-breathers in the area.</p><p></p><p>Acid would presumably be 'washed off,' too, though, it might be deadly by damaging gills.</p><p></p><p> Seems reasonable. It might create an actual wave. </p><p></p><p> It's a valid style, and one D&D has certainly tended towards in some ways at some points.</p><p></p><p>But, so is ignoring science and psuedo-science implications and just letting fantasy be fantasy. Factoids like "you can't get enough air breathing through a straw to remain conscious" or details like the specific heat of water or whatever can be safely ignored.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7210304, member: 996"] The same general tricks that worked back in the day should work now. Fire just doesn't work underwater, cold has a reduced range/area and might create a nice big chunk of ice in the area, lightning changes from whatever it shape it was supposed to be into a burst. There's water genasi, I suppose. You could have a race of Atlantean/Lemurian style humans who don't breathe water or have blue skin, but do have skills & equipment adapted to living underwater, either magical or fantasy-tech type solutions - like the scuba gear made from giant shells in the old Mysterious Island, for instance. There are sea elves, so I suppose you could have sea-gnomes, who are also fey. If you use the 3e-gypsy-style halflings, they could be wandering in ships instead of caravans; if you use the traditional hobbitsy-borrowing halflings they could live in comfortably-renovated air-filled gaint-monster-shells, like communal hermit crabs. Murky water perhaps enough so to make a difference, sure. Yes & yes. Shorter ranges & smaller areas, but leaving ice behind. Could be interesting/different. Yes, then again, it becomes an 'inhaled' toxin, since it'd be absorbed by the water-breathers in the area. Acid would presumably be 'washed off,' too, though, it might be deadly by damaging gills. Seems reasonable. It might create an actual wave. It's a valid style, and one D&D has certainly tended towards in some ways at some points. But, so is ignoring science and psuedo-science implications and just letting fantasy be fantasy. Factoids like "you can't get enough air breathing through a straw to remain conscious" or details like the specific heat of water or whatever can be safely ignored. [/QUOTE]
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