Help me understand Swim & Fast Moving Water

Water Bob

Adventurer
3.5 Swim rule question...

You want to cross a lazy moving mountain stream. This is a DC 10 Swim check to cross.

1 successful check = 1/2 Speed

Fail by 4 or less, you make no progress swimming that round.

Fail by 5 or more, you go under and start the drowning process.

That much I get.



But, if we turn that lazy river into Fast Moving Water. Let's say thatt there are rocks, and the river is considered rapids. Now, the check is DC 15.

Why is it that, if I make the check, I take 1d3 non-lethal damage for the success? And, I take 1d6 non-lethal damage if I fail.

Is there no way to swim across the rapids without taking damage?
 
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Some races have a built in swim speed in addition to a land speed. They swim at their full swim speed, usually gain a +8 racial bonus to swim checks, etc.

Let's just look at the question from the point of view of a Human without any special abilities except ranks in Swim.





I would just house rule it so that characters without a swim speed have to beat the DC by 10 or more to cross unharmed.

Before I get into house ruling it, I'd like to try to understand where the game designers were coming from in writing the rule.
 

Before I get into house ruling it, I'd like to try to understand where the game designers were coming from in writing the rule.
My understanding is for players to realize that the environment itself can be dangerous. Extreme heat, cold, difficult terrian, fatigue, thirst, falling... all of these are non-monster dangers players need to contend with.

Moving into dangerous waters and traversing a hazardous environment results in damage.
 

Having a Swim speed (merfolk, fish, etc) allows you to cross without needing swim checks. With no swim checks, no fatigue occurs.

For level 1 Human Commoner, swimming through rapids is extremely fatiguing. We used to have some up by my house that I'd go swimming in during the summer. They were about five feet deep, so if you started to get fatigued you could always just stand up.
If you've ever worked your muscles into fatigue and tried to keep using them, you'd know that it hurts. A lot. 1d3 subdual represents that well.
 

Having a Swim speed (merfolk, fish, etc) allows you to cross without needing swim checks. With no swim checks, no fatigue occurs.

Yes, and Humans with ranks in Swim (trained swimmers) can Take 10.





For level 1 Human Commoner, swimming through rapids is extremely fatiguing. We used to have some up by my house that I'd go swimming in during the summer. They were about five feet deep, so if you started to get fatigued you could always just stand up.
If you've ever worked your muscles into fatigue and tried to keep using them, you'd know that it hurts. A lot. 1d3 subdual represents that well.

Or even for a 10th level Fighter...

This is the first logical explaination of the rule that I've seen, and I think this is the second time I've posted this question.

I'd XP you if the system would let me.
 

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