AbdulAlhazred
Legend
4e's rules are quite clear and appear on DMG1 P61. Deep Water is either Callenging or Hindering terrain, though I would generally consider it to be Challenging (requires an ability check to successfully navigate). It is likely also Difficult Terrain (requires 2 squares of movement to enter).
The DM might also decree it to be Obscuring Terrain with respect to any creatures that are under water (IE they gain concealment).
This leaves the consequences of failing a check, which would logically involve falling prone, with the consequence that the character is now immersed in water. Swimming would obviously also be possible.
If the water is moving enough then it would push the character one or more squares downstream at the start of his turn, this is described on page 45 under Aquatic Combat.
The DM might also decree it to be Obscuring Terrain with respect to any creatures that are under water (IE they gain concealment).
This leaves the consequences of failing a check, which would logically involve falling prone, with the consequence that the character is now immersed in water. Swimming would obviously also be possible.
If the water is moving enough then it would push the character one or more squares downstream at the start of his turn, this is described on page 45 under Aquatic Combat.