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*Pathfinder & Starfinder
aquatic combat
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<blockquote data-quote="Infiniti2000" data-source="post: 2697020" data-attributes="member: 31734"><p>You're not the only one. The author of the <a href="http://p222.ezboard.com/fokayyourturnfrm8.showMessage?topicID=2501.topic" target="_blank">3.0 DMG agrees</a>. Some additional information (based on 3.0 rules) can be found by following the link in that thread, but be warned that it is a link to an RttToEE web enhancement (but the one page of rules in it does not contain any spoilers, so glance through it quickly). That said, I'll try to respond, but take my responses with a large grain of Kosher salt. I'll pull from the link in that thread, too.</p><p></p><p> Yes. In fact, having the swim speed obviates the need for a swim check but otherwise gives the creature no advantage. The enhancement rules (written by Skip Williams) suggest separating slash/bludgeoning damage (presumably only from manufactured weapons) claw/att damage (presumably natural weapons). My interpretation is that natural weapons from a creature with swim speed due not suffer penalties.</p><p></p><p> I'd apply whichever is most favorable.</p><p></p><p> I think it's a good idea to separate them, but the rules as presented do not do a good enough job of it IMO.</p><p></p><p> The enhancement rules grant quarter cover to those partially submerged (as you get from a low wall) and half cover from those fully submerged. I would instead adopt the 3.5 equivalent of this and give someone partially submerged soft (half) cover (i.e. only +2). Someone fully submerged would get soft cover (not half) and normal concealment (at a minimum, possibly total concealment for murky water).</p><p></p><p> Tell that to water polo players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I think the swim check is the way to go here. If you fail the swim check, you lose your Dex bonus to AC. Losing your Dex bonus is non-trivial, so be careful about dropping it. On the other hand, there's precedent in the climbing rules, but I think it's much easier to swim than to climb and the swim check handles it nicely.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 2697020, member: 31734"] You're not the only one. The author of the [URL=http://p222.ezboard.com/fokayyourturnfrm8.showMessage?topicID=2501.topic]3.0 DMG agrees[/URL]. Some additional information (based on 3.0 rules) can be found by following the link in that thread, but be warned that it is a link to an RttToEE web enhancement (but the one page of rules in it does not contain any spoilers, so glance through it quickly). That said, I'll try to respond, but take my responses with a large grain of Kosher salt. I'll pull from the link in that thread, too. Yes. In fact, having the swim speed obviates the need for a swim check but otherwise gives the creature no advantage. The enhancement rules (written by Skip Williams) suggest separating slash/bludgeoning damage (presumably only from manufactured weapons) claw/att damage (presumably natural weapons). My interpretation is that natural weapons from a creature with swim speed due not suffer penalties. I'd apply whichever is most favorable. I think it's a good idea to separate them, but the rules as presented do not do a good enough job of it IMO. The enhancement rules grant quarter cover to those partially submerged (as you get from a low wall) and half cover from those fully submerged. I would instead adopt the 3.5 equivalent of this and give someone partially submerged soft (half) cover (i.e. only +2). Someone fully submerged would get soft cover (not half) and normal concealment (at a minimum, possibly total concealment for murky water). Tell that to water polo players. :) I think the swim check is the way to go here. If you fail the swim check, you lose your Dex bonus to AC. Losing your Dex bonus is non-trivial, so be careful about dropping it. On the other hand, there's precedent in the climbing rules, but I think it's much easier to swim than to climb and the swim check handles it nicely. [/QUOTE]
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