azhrei_fje said:
Good rules, overall. *yank*!
Thanks!
azhrei_fje said:
I'm not sure this makes sense, though. Holding your breath, by definition, means not expelling any air. How can you cast verbal spells without expelling air? If my players are holding their breath, I'm not going to allow verbal spells to be cast. They can either choose a different spell or stop holding their breath and roll the check for drowning (I'll have to look that up).
Sure you can expel air underwater while holding your breath. It just means that you're going to have less air in your lungs, which might mean you lose a couple of rounds on how long you can stay down. I didn't want to complicate that by doing so, so I decided that as long as you can concentrate to expel the right amount of air, and use your spellcraft to make sure the words you spoke while expelling air were pronounced properly, then you could cast the spell. So both checks are required.
azhrei_fje said:
You mean instead of Concentration and Spellcraft, right? A single skill check seems reasonable to me.
Since you can breathe freely, you'd only need to pronounce the words correctly in the water medium, hence the spellcraft only.
azhrei_fje said:
Assuming they have water breathing or gills (from alter self), right?
Yes.
azhrei_fje said:
Hmm. I think I'll use this as-is. I was thinking that components that need to be eaten or drank should also have Concentration checks, but that's more detail on components than I want to get into.
Agreed. The aim is to keep it simple yet at least somewhat realistic. Sure that bat guano is going to be slushy, but doesn't mean it won't work. Or you can rule that each component is placed inside a container that protects it from the water.
azhrei_fje said:
I'm not sure I'd change either of these. Might be good for flavor, but until the players became comfortable with it, it would hurt the players more than help them...
It's a little bit of added realism. Fire should work so well underwater, whereas Sonic and Electricity should. While you could increase the damage, that makes it very dangerous very quickly. Increasing the DC means those spells underwater do on average more or less damage depending on descriptor, which is not so damaging as a sonic spell doing double damage, for instance.
azhrei_fje said:
What would you do about scrolls and spellbooks underwater? Sticking with just the RSRD, how should the PCs protect their written works? There used to be a spell called
airy water, but I don't see it anymore.
My players are soon going up against the Water Temple in the RttToEE module, so this thread is particularly pertinent for me/us/them.
My PCs only occasionally ventured underwater and weren't there for more than a few hours at a time, so no need for spellbooks. The RAW doesn't state what happens to scrolls underwater, but it's reasonable to assume the inks starts to run. You could always just sell, for 2 gp, a waterproof oil that you can apply to scrolls, in which case they'd be protected and the same rules for casting with verbal components would apply.
Water Temple, eh? As a player in a current RttoEE game, we're not there yet, and not sure if we're going to go there either. We've taken down the other three temples, and the Water Temple has attempted to negotiate with us, but I think we're going to head straight for the Outer Fane. We're going to get killed, right?!
Pinotage