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General Tabletop Discussion
*Dungeons & Dragons
Swimming and combat : rules clarification
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<blockquote data-quote="Satyrn" data-source="post: 7340185" data-attributes="member: 6801204"><p>I'd just make the attack roll at disadvantage, with spears and tridents getting to attack normally. Edit . . . Just realized what I quoted was about magic, not weapon attacks. Umm, I don't know. I'd probably just do things as normal, since it's magic.</p><p></p><p>I think you're over-complicating the rough water stuff. I don't think you need to distinguish between rough and very rough water. One category should be enough for your players to feel like they're in rough water, and it's less info that you have to explain.</p><p></p><p>Also, what you're calling rough water looks more like fast flowing water. While the "w/ rocks" thing your looking for help with is what I'd call rough water. Rapids are rough because of the rocks, after all.</p><p></p><p>And for fast flowing water, in combat, I'd require a DC 10 strength check to move any distance against the current, and at the end of a turn require another check to avoid being swept back at whatever speed I label the current (10 feet, probably). </p><p></p><p>For rough water, it's the same, but failing the check at the end of the turn would also inflict 1d6 damage for each 10 feet the character is forced to move.</p><p></p><p>Oh and a player moving with the current would get to move an additional distance equal to the current's speed (again, probably 10 feet). In rough water, maybe require a DC 10 Strength check to avoid taking damage while doing this.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7340185, member: 6801204"] I'd just make the attack roll at disadvantage, with spears and tridents getting to attack normally. Edit . . . Just realized what I quoted was about magic, not weapon attacks. Umm, I don't know. I'd probably just do things as normal, since it's magic. I think you're over-complicating the rough water stuff. I don't think you need to distinguish between rough and very rough water. One category should be enough for your players to feel like they're in rough water, and it's less info that you have to explain. Also, what you're calling rough water looks more like fast flowing water. While the "w/ rocks" thing your looking for help with is what I'd call rough water. Rapids are rough because of the rocks, after all. And for fast flowing water, in combat, I'd require a DC 10 strength check to move any distance against the current, and at the end of a turn require another check to avoid being swept back at whatever speed I label the current (10 feet, probably). For rough water, it's the same, but failing the check at the end of the turn would also inflict 1d6 damage for each 10 feet the character is forced to move. Oh and a player moving with the current would get to move an additional distance equal to the current's speed (again, probably 10 feet). In rough water, maybe require a DC 10 Strength check to avoid taking damage while doing this. [/QUOTE]
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Swimming and combat : rules clarification
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