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General Tabletop Discussion
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Swimming and combat : rules clarification
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<blockquote data-quote="77IM" data-source="post: 7340068" data-attributes="member: 12377"><p>4 feet of water is a lot. Medium-sized creatures should have to swim. Swimming is already just as slow as difficult terrain, so it doesn't usually matter. But I'd say if a medium creature wanted to wade (for example, to keep a lit torch above water) they move at 1/4 speed, or "each foot you move uses up 3 additional feet of movement" in 5e language.</p><p></p><p>Creatures immersed in water are already resistant to fire damage so they already take half damage so you don't need to add that part.</p><p></p><p>The lightning thing is super powerful. I'd probably decrease lightning damage to compensate. Maybe lightning spells do half damage, but your saving throw is at disadvantage. I'd also have to think more on the radius of the lightning damage effect. At first glance 10 ft. radius per spell level seems fair. That's covering a lot of ground but at half damage. It does do something weird to spells like <em>call lighting</em> so maybe I'd halve the radius for spells with a duration.</p><p></p><p>There was a thread about this not too long ago. I think the other big discussion topic was thunder damage. Sound travels farther and faster under water. I'd probably double the area of thunder effects, but have them deal half damage, and disadvantage on saves. That's similar to the lightning thing but not exactly.</p><p></p><p>I agree with [MENTION=5590]jodyjohnson[/MENTION] about the swimming effects and DCs. Focus on having interesting consequences for failure, rather than making failure difficult. "DC 20 or you miss your turn" is super boring; "DC 10 or you are swept 10 feet and take 1d6 bludgeoning" is much more interesting.</p></blockquote><p></p>
[QUOTE="77IM, post: 7340068, member: 12377"] 4 feet of water is a lot. Medium-sized creatures should have to swim. Swimming is already just as slow as difficult terrain, so it doesn't usually matter. But I'd say if a medium creature wanted to wade (for example, to keep a lit torch above water) they move at 1/4 speed, or "each foot you move uses up 3 additional feet of movement" in 5e language. Creatures immersed in water are already resistant to fire damage so they already take half damage so you don't need to add that part. The lightning thing is super powerful. I'd probably decrease lightning damage to compensate. Maybe lightning spells do half damage, but your saving throw is at disadvantage. I'd also have to think more on the radius of the lightning damage effect. At first glance 10 ft. radius per spell level seems fair. That's covering a lot of ground but at half damage. It does do something weird to spells like [I]call lighting[/I] so maybe I'd halve the radius for spells with a duration. There was a thread about this not too long ago. I think the other big discussion topic was thunder damage. Sound travels farther and faster under water. I'd probably double the area of thunder effects, but have them deal half damage, and disadvantage on saves. That's similar to the lightning thing but not exactly. I agree with [MENTION=5590]jodyjohnson[/MENTION] about the swimming effects and DCs. Focus on having interesting consequences for failure, rather than making failure difficult. "DC 20 or you miss your turn" is super boring; "DC 10 or you are swept 10 feet and take 1d6 bludgeoning" is much more interesting. [/QUOTE]
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