Drowning Rules

Skade

Explorer
If I recall correctly, the DMG has very little on drowning. The basic rules are a character can hold their breath for 2 times their constitution score in rounds before taking damage. Water conditions, such as cold can inflict subdual damage, but other than that the rules are spretty spare. Is this correct?

Are there no modifications to this dealing with strenuous acvtivities, taking damage from another source (such as an attack or trap), or otherwise being forced to release your breath?
 

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Ba-bloosh!!

I thought there was a fortitude save in there for each round after 2xCON before you pass out, but no books in front of me. I would think if you have spent that many rounds underwater you are in trouble anyway.:eek:
 

Re: Ba-bloosh!!

MarauderX said:
I thought there was a fortitude save in there for each round after 2xCON before you pass out, but no books in front of me. I would think if you have spent that many rounds underwater you are in trouble anyway.:eek:

After a number of rounds equal to twice the PC's Con score, the character must make a Constitution check (DC 10) every round in order to continue holding his breath. Each round, the DC increases by 1.

Fail a Con check, you drop to 0 hit points. In the next round, drop to -1. In the third round, you drown (-10 hp).
 

Skade said:
Are there no modifications to this dealing with strenuous acvtivities, taking damage from another source (such as an attack or trap), or otherwise being forced to release your breath?

Nope- nothing I've seen. But, you could Rule-0 it and make a character that takes damage while holding his breath make a successful Fort save, Constitution check, or even Concentration check (maybe) against say DC 10 + damage taken.

If the save (or check or whatever) fails, the character must immediately start making Constitution checks (as per the drowning rules) just as if he had held his breath for the normal duration before having to make a Constitution check.
 

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