Pax said:Or point out to the GM, that such actions would be more harmful than helpful in the long run, for that campaign. It only causes an arugment and discord if one or the other side decides to be an ass during the process.
Well........yes, of course. That's perfectly reasonable. That's not at all what I was responding to. You said:
Point otu to him the technical illegality of that move, and then inform him you intend to do likewise yourselves. Only, don't stop at two haste spells ... gofor ten of 'em. At once. Per character. Every encounter.
THAT'S what I was responding to.
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Me, I was thinking, 1 temporary Con damage per round; hit zero, and it's the long dirt-nap for you. After all, 25-degree saltwater isn't terribly much fun to swim in. OFC, protection against cold damage -- or a ring of warmth, etc -- would help IMMENSELY.
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Well. That's just butchery, plain and simple. This and other things you describe, while GREAT tactics, don't present a "challenge" in the traditional sense of the word. It's just a TPK. There is little to nothing PCs can do against such effects.
Some things from prior editions are worth keeping. In 2E, IIRC, Lightning Bolt went to a fireball-type area, once it hit water (at the mage's fingertips if he was UNDER water, ouchie!).
Yah, yah. Although in 2E, you could originate the LB from a remote point, instead of your fingertips. Still pretty good.
All in all, my only point is being very well made by Berk here. Using real-world physics to define DnD rules is a very bad idea, and doesn't fit well within the game.