Charlaquin
Goblin Queen (She/Her/Hers)
It’s not the kind of game that’s played to win. It’s an infinite game.
Yes, it does get into it. It says very clearly that it's distance. I'll quote it again, because you missed it.The passage you posted only talks about distance as the reason for calling for a Constitution check as opposed to a Strength check. It doesn’t get into why the DM might have wanted to call for a Strength (Athletics) check in the first place. It’s illustrating the “Skills with Different Abilities” variant. The PHB uses a nearly identical example. That being said, a DM is well supported in calling for a Constitution check if it’s in doubt whether the character possesses the stamina to complete a swim of a given distance.
Because of the distance, the character must make a Constitution check. Because they are swimming, they can add Athletics proficiency. The passage doesn’t indicate that a Strength check would “normally” be required because of the distance.Yes, it does get into it. It says very clearly that it's distance. I'll quote it again, because you missed it.
"Under certain circumstances, you can decide a character's proficiency in a skill can be applied to a different ability check. For example, you might decide that a character forced to swim from an island to the mainland must succeed on a Constitution check (as opposed to a Strength check) because of the distance involved. The character is proficient in the Athletics skill, which covers swimming,..."
If there were things like currents and riptides, it would still be a strength check or possible both. That paragraph is clearly talking about changing the normal strength(athletics) swim check into con due to it being a distance thing.
It’s the same reason you run the game by-the-book before adding house rules. By understanding the rules as written, we empower ourselves to deviate from them with intention. You can interpret the rules permissively enough to allow for the way you were going to run the game anyway, but what value is gained from doing so, other than the satisfaction of being able to call your approach right? On the other hand, by taking a narrower view of the rules, trying to understand not just what they allow but what they prescribe, you can form a picture of play as the designers envisioned. You start to see what design purpose is served by rules you may not have liked, and may gain better appreciation for them, or if not, at least be better equipped to create house rules with purpose and intent, and hopefully be able to preserve the design function the removed rules had been serving.
So, please don’t take this the wrong way, but this makes it sound like you are arguing more from a desire to have the way you run the game validated than from a desire to determine the best way to run the game (for you). When told that the way you run your game doesn’t seem consistent with the rules, but it is fine to house rule, your impression is that you’re being told you’re running the game “wrong” and your instinct is to defend your way of running the game as being “allowed” by the rules. Personally, I don’t think there’s anything “wrong” with running the game in a way that isn’t consistent with the rules. I myself run the game in some ways which are inconsistent with my own understanding of the rules. But I arrived at those house rules by understanding the design purpose of the rules as written, and intentionally making changes to create specific desired outcomes. I’m not concerned with whether the way I run the game is “right” or “wrong” or even supported by the rules. I’m concerned with running the best version of the game I can, and in service of that goal, I want to understand what the rules say, why they were written that way, and what play experience they were designed to create, so that I can either follow that intended experience or deviate from it with intentionality.
Quibble: specific rules supersede general rules only when the rules conflict. Here, the narrower interpretation of climbing complications does indeed conflict with the general rules on ability checks because it would limit the ability of the DM to call for an ability check when the DM determined that there was a chance of failure. Importantly, however, the broader interpretation of climbing complications does not conflict with the general rules on ability checks, so there is no need to invoke the specific-beats-general rule, meaning that discussing how the general rules interacts with the specific rule is still relevant to the broader interpretation.Correct, but the rules for swimming are more specific, and specific rules always supersede general rules in 5e.
Swimming 5 miles doesn’t have a chance of failure according to the specific rules for swimming.
Yeah, in the time since I wrote the post you quoted, @Maxperson pointed out DMG 116, which states swimming for an hour or more (which would be at most 4 miles if swimming at a fast pace) incurs a DC 10 Con save to avoid gaining a level of exhaustion, unless the creature has a swim speed, in which case they use the normal rules for traveling and forced marches when swimming. I concede that I was mistaken about the RAW there.Thta's not true. The rules expressly call for a check when you're attempting something (climbing and swimming) particularly challenging.
While swimming a long distance doesnt expressly have a check requirement attached, it's clearly more difficult task than swimming across a relatively mild river etc.
You're in open water for several hours swimming 5 miles, so almost certainly in the ocean or a huge lake.
At an eyeball off the top of my head, I'd be more than happy to call it a Constitution [Athletics] check at DC 15, with each full 5 points of failure simply adding an hour to the task (if time is important) and imposing a level of exhaustion.
Agreed. I think the RAW consequence of a level of exhaustion is appropriate here. Though I would absolutely tell the player the consequence, as well as the DC. I don’t think that’s required in the rules by any means, but it’s very important to me as a DM that my players feel confident in their knowledge of the stakes and can make informed decisions about what to do in light of those stakes.Notably I wouldn't make 'drowning' a consequence for failure (not that I would tell the player that). Setbacks are always preferable. Death as a consequence for failure should be used sparingly for mine.
Agreed!We're talking about heroes who can literally beat a Great White Shark to death with their bare hands from 3rd level onwards during the Swim here, or who can go toe to toe with Balrogs and win at later levels.
Having them comically falling to their deaths on knotted ropes is silly.
A rope will typically be perpendicular and that is a meaning of "sheer", so all arguments thus far ought to have settled on it being a candidate for a Strength (Athletics) ability check.We're talking about heroes who can literally beat a Great White Shark to death with their bare hands from 3rd level onwards during the Swim here, or who can go toe to toe with Balrogs and win at later levels.
Having them comically falling to their deaths on knotted ropes is silly.
The wording "might decide" can have the implication that where a Strength (Athletics) was going to be required, the DM might decide to change that to Constitution (Athletics) instead. Thus the passage as written in DMG 239 endorses a Strength (Athletics) check prompted by distance.Because of the distance, the character must make a Constitution check. Because they are swimming, they can add Athletics proficiency. The passage doesn’t indicate that a Strength check would “normally” be required because of the distance.