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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Greybar" data-source="post: 858318" data-attributes="member: 4938"><p>Heh, what's the terminal velocity of a wall of water?</p><p></p><p>I don't think heavy calculus is needed for this and reality might just get in the way. If you want it to be 60 miles per hour it gets to 60 miles per hour. The flash flood scenario might assume large body that moves down a narrowing path (like a arroyo (sp?)). The calculus would be needed to figure out the number. To the infernal regions with that.</p><p></p><p>60 mph ~= 5000 ft/min ~= 100 5ft squares/round</p><p>(Hey, that was easy!)</p><p></p><p>Assume 10x10 standard dungeon tunnel as installed by union kuo-tao contractors. Look for the label of Kuo-Tao Stonemason Local 403 for quality!</p><p></p><p>So that's a 10x10x5 block of water for every round of PC drownage.</p><p></p><p>SRD says:</p><p>"Fast-moving water is much more dangerous. On a successful Swim or Strength check (DC 15), it deals 1d3 points of subdual damage per round (1d6 points of normal damage if flowing over rocks and cascades). On a failed check, the character must make another check that round to avoid going under. If the character goes under, the character is drowning.</p><p></p><p>Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude saving throw (DC 15, +1 for each previous check) means the diver takes no damage in that minute.</p><p></p><p>Very cold water deals 1d6 points of subdual damage from hypothermia per minute of exposure."</p><p></p><p>Let's call this high-pressure water the equivalent of "deep water" as well as cold. That's still only damage in minutes though.</p><p></p><p>SRD also says:</p><p>"Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1.</p><p>When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she dies."</p><p></p><p>So we need to challenge twice their Con to make it worth it! So let's say 30 rounds worth of water. That's 30x10x10x5 = 15000 cubic feet of water. So a pond 30 long by 50 wide by 10 deep would be sufficient. No problem, piece of cake.</p><p></p><p>My guess is that the razor portcullis and screaming eels will be more danger than the drowning, just because 30 rounds to challenge a 15 con is a long time.</p><p></p><p>John</p></blockquote><p></p>
[QUOTE="Greybar, post: 858318, member: 4938"] Heh, what's the terminal velocity of a wall of water? I don't think heavy calculus is needed for this and reality might just get in the way. If you want it to be 60 miles per hour it gets to 60 miles per hour. The flash flood scenario might assume large body that moves down a narrowing path (like a arroyo (sp?)). The calculus would be needed to figure out the number. To the infernal regions with that. 60 mph ~= 5000 ft/min ~= 100 5ft squares/round (Hey, that was easy!) Assume 10x10 standard dungeon tunnel as installed by union kuo-tao contractors. Look for the label of Kuo-Tao Stonemason Local 403 for quality! So that's a 10x10x5 block of water for every round of PC drownage. SRD says: "Fast-moving water is much more dangerous. On a successful Swim or Strength check (DC 15), it deals 1d3 points of subdual damage per round (1d6 points of normal damage if flowing over rocks and cascades). On a failed check, the character must make another check that round to avoid going under. If the character goes under, the character is drowning. Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude saving throw (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of subdual damage from hypothermia per minute of exposure." Let's call this high-pressure water the equivalent of "deep water" as well as cold. That's still only damage in minutes though. SRD also says: "Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a Constitution check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1. When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she dies." So we need to challenge twice their Con to make it worth it! So let's say 30 rounds worth of water. That's 30x10x10x5 = 15000 cubic feet of water. So a pond 30 long by 50 wide by 10 deep would be sufficient. No problem, piece of cake. My guess is that the razor portcullis and screaming eels will be more danger than the drowning, just because 30 rounds to challenge a 15 con is a long time. John [/QUOTE]
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