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General Tabletop Discussion
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Underwater Combat and Holding Breath - additional rule suggestions?
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<blockquote data-quote="Trit One-Ear" data-source="post: 8320511" data-attributes="member: 6678017"><p>Here we are! I've drafted up a version of what I'm currently playtesting to see if this rule set accomplishes my desire to make the threat of drowning in combat present without being overwhelming.</p><p></p><p>After rewatching the Critical Role episode linked above, I realized there were some things Matt did that I appreciated as a DM, but don't seem to help in creating a consistent ruleset. Mainly, he appears to have some internal tally going for the party, and is not very transparent about the number of rounds characters will be able to hold their breath. This creates a situation in which, as a DM, he is able to raise the tension as he sees opportunity, but his players don't have a clear sense of the immediateness of the threat of drowning. Personally, I know my players would hate that, so I've done my best to codify a system that is clear to both players and DM and allows for some of the exciting moments that occur in that episode as inspiration.</p><p></p><p>Here is my current draft of <a href="https://homebrewery.naturalcrit.com/share/M7dHwhOuXJvY" target="_blank">Underwater Combat Rules</a>.</p><p></p><p>I ran a combat with my group last night, during which I hoped to test these rules. The PCs and their crew were dragged off the ship and into the waters, and I was just about to explain my new Breath rules... when the cleric cast Water Walk. A few creatures still had to escape the grappling spirits below them, but once they did they quickly popped to the surface.</p><p>So! These rules are, as of now, effectively untested, but please feel free to use them as you wish!</p><p></p><p>Also, any additional comments or notes are, of course, welcome.</p></blockquote><p></p>
[QUOTE="Trit One-Ear, post: 8320511, member: 6678017"] Here we are! I've drafted up a version of what I'm currently playtesting to see if this rule set accomplishes my desire to make the threat of drowning in combat present without being overwhelming. After rewatching the Critical Role episode linked above, I realized there were some things Matt did that I appreciated as a DM, but don't seem to help in creating a consistent ruleset. Mainly, he appears to have some internal tally going for the party, and is not very transparent about the number of rounds characters will be able to hold their breath. This creates a situation in which, as a DM, he is able to raise the tension as he sees opportunity, but his players don't have a clear sense of the immediateness of the threat of drowning. Personally, I know my players would hate that, so I've done my best to codify a system that is clear to both players and DM and allows for some of the exciting moments that occur in that episode as inspiration. Here is my current draft of [URL='https://homebrewery.naturalcrit.com/share/M7dHwhOuXJvY']Underwater Combat Rules[/URL]. I ran a combat with my group last night, during which I hoped to test these rules. The PCs and their crew were dragged off the ship and into the waters, and I was just about to explain my new Breath rules... when the cleric cast Water Walk. A few creatures still had to escape the grappling spirits below them, but once they did they quickly popped to the surface. So! These rules are, as of now, effectively untested, but please feel free to use them as you wish! Also, any additional comments or notes are, of course, welcome. [/QUOTE]
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