Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A Swimmingly Easy Question
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Water Bob" data-source="post: 5694803" data-attributes="member: 92305"><p>One part of the rules I don't understand the reasoning behind is listed in the Water Dangers section of the 3.5 DMG (page 304). There, it says that in fast moving water, a character takes 1d3 Non-Lethal damage IF HE DOES MAKE HIS SWIM CHECK.</p><p> </p><p>Huh?</p><p> </p><p>If the drowning rules are easy, this rule will kill a character (drown him) unrealistically quick. Think about it. If you get in fast moving water, you'll be unconscious in a matter of minutes, averging 15 points of non-lethal damage per minute.</p><p> </p><p><span style="color: green">Somebody help me understand that.</span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>Secondly: I've got this swimming obstacle coming up in my game tomorrow night. This is the first time I've used the 3.5 Swim rules. I want to make sure I've got it "right".</p><p> </p><p>Here's the situation: The PCs are chasing an NPC, and the NPC will (hopefully) make it to a rope (vine) and swing down into a river.</p><p> </p><p>The river is 315 feet wide, and it's a rushing river. Rapids. Picture rocks and tremendous rushing water ending in a large mountain waterfall not too far down stream.</p><p> </p><p>So, by the rules, I've declared the Swim checks to be made against DC 15.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>The NPC, Gerald, has a STR 16 (+3), CON 10 (+0), and no ranks in Swim. Speed = 30. </p><p> </p><p>He's barefooted and not wearing anything but a shirt, kilt, and some equipment (weapons and such) that keep way into the light encumbrance zone.</p><p> </p><p>Therefore, Gerald is +3 on his Swim checks.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>When Gerald starts to swim across the rapids, he rolls d20 +3 against DC 15 to swim 15 feet.</p><p> </p><p>If he rolls a total of 11-14, then he does not move at all. I guess he treads water.</p><p> </p><p>If he rolls 10 or less, then he goes under.</p><p> </p><p>When Gerald goes under, he can stay under, easily for 10 rounds. On the 11th round, Gerald can still stay under, holding his breath, if he makes a DC 10 CON check. This CON check increases by 1 point until each round until the check is failed, at which point Gerald will be drowning and will be dead in three rounds (considered at 0 HP on that first round of drowning, -1 HP on the second round, and dead on the third round).</p><p> </p><p><span style="color: green">This means that it will be very hard for Gerald to drown even though he's not a great swimmer and he's swimming in water he has no business being in.</span></p><p> </p><p><span style="color: green">Gerald can roll 9 failures on his DC 15 Swim check, then can finally make his 10th check and be fine. (This would indicate that Gerald went under for 54 seconds--9 rounds--then popped up, caught his breath, and swam for 15').</span></p><p> </p><p>Chances are, Gerald is going to take a long time crossing the river, being under a large part of the time but never taking any damage because he'll pop up eventually and swim his 15 foot segment.</p><p> </p><p><span style="color: green">That's how it works, yes?</span></p></blockquote><p></p>
[QUOTE="Water Bob, post: 5694803, member: 92305"] One part of the rules I don't understand the reasoning behind is listed in the Water Dangers section of the 3.5 DMG (page 304). There, it says that in fast moving water, a character takes 1d3 Non-Lethal damage IF HE DOES MAKE HIS SWIM CHECK. Huh? If the drowning rules are easy, this rule will kill a character (drown him) unrealistically quick. Think about it. If you get in fast moving water, you'll be unconscious in a matter of minutes, averging 15 points of non-lethal damage per minute. [COLOR=green]Somebody help me understand that.[/COLOR] Secondly: I've got this swimming obstacle coming up in my game tomorrow night. This is the first time I've used the 3.5 Swim rules. I want to make sure I've got it "right". Here's the situation: The PCs are chasing an NPC, and the NPC will (hopefully) make it to a rope (vine) and swing down into a river. The river is 315 feet wide, and it's a rushing river. Rapids. Picture rocks and tremendous rushing water ending in a large mountain waterfall not too far down stream. So, by the rules, I've declared the Swim checks to be made against DC 15. The NPC, Gerald, has a STR 16 (+3), CON 10 (+0), and no ranks in Swim. Speed = 30. He's barefooted and not wearing anything but a shirt, kilt, and some equipment (weapons and such) that keep way into the light encumbrance zone. Therefore, Gerald is +3 on his Swim checks. When Gerald starts to swim across the rapids, he rolls d20 +3 against DC 15 to swim 15 feet. If he rolls a total of 11-14, then he does not move at all. I guess he treads water. If he rolls 10 or less, then he goes under. When Gerald goes under, he can stay under, easily for 10 rounds. On the 11th round, Gerald can still stay under, holding his breath, if he makes a DC 10 CON check. This CON check increases by 1 point until each round until the check is failed, at which point Gerald will be drowning and will be dead in three rounds (considered at 0 HP on that first round of drowning, -1 HP on the second round, and dead on the third round). [COLOR=green]This means that it will be very hard for Gerald to drown even though he's not a great swimmer and he's swimming in water he has no business being in.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Gerald can roll 9 failures on his DC 15 Swim check, then can finally make his 10th check and be fine. (This would indicate that Gerald went under for 54 seconds--9 rounds--then popped up, caught his breath, and swam for 15').[/COLOR] Chances are, Gerald is going to take a long time crossing the river, being under a large part of the time but never taking any damage because he'll pop up eventually and swim his 15 foot segment. [COLOR=green]That's how it works, yes?[/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A Swimmingly Easy Question
Top