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Community
General Tabletop Discussion
*Dungeons & Dragons
Underwater Flying [2006 Thread]
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<blockquote data-quote="Artoomis" data-source="post: 13243" data-attributes="member: 111"><p>Here is it what I suggest:</p><p></p><p>1. Fly is at 1/2 speed for underwater movement. )I like this suggestion - it seems very reasonable)</p><p></p><p>2. Strong currents reduce the speed (or increase it) if it is head on (or up your rear).</p><p></p><p>3. For currents in any direction, I suggest simply causing the speed and direction of the current to be part of the move.</p><p></p><p>In other words, if the desired move is north, and the current is moving west at a move rate of 20'/round, then the character is moved 20' west on their turn, and then can move as they like with the 45' of move from fly. Of course, they are moving forward and to the side at the same time, so some flexibility in when (during the move) that you apply the 20' westward move would be appropriate. In fact, it might be better to move the character 5' west, then allow them to counter that id they wish, then another 5' west, etc. </p><p></p><p>As long as the move rate of the current is less than their own move rate, no swim check would be required (I just made that up, but it sounds good, doesn't it?). After all, they are not "swimming" when under the influence of magical flying.</p><p></p><p>By the way - if I've done my math right, 12 knots = 120' per each 6 second round, and 12 knots is a pretty darn swift current. Even a magically flying (underwater at 1/2 move) creature would lose headway - since they would max out at 90' per round. A more "normal" fast current would be 5 or 6 knots - about 60' per round. Even a 1 knot current is 20' per round! </p><p></p><p>Have fun!!</p><p></p><p>For even more fun - characters in really deep water, not near the bottom and out of sight of land, have no idea how fast the current is - everything is moving along at the same speed. This is only an issue if they are trying to go from point A to point B - then the current will sweep them along and they won't even know it - they'll think they are going straight when they are not.</p></blockquote><p></p>
[QUOTE="Artoomis, post: 13243, member: 111"] Here is it what I suggest: 1. Fly is at 1/2 speed for underwater movement. )I like this suggestion - it seems very reasonable) 2. Strong currents reduce the speed (or increase it) if it is head on (or up your rear). 3. For currents in any direction, I suggest simply causing the speed and direction of the current to be part of the move. In other words, if the desired move is north, and the current is moving west at a move rate of 20'/round, then the character is moved 20' west on their turn, and then can move as they like with the 45' of move from fly. Of course, they are moving forward and to the side at the same time, so some flexibility in when (during the move) that you apply the 20' westward move would be appropriate. In fact, it might be better to move the character 5' west, then allow them to counter that id they wish, then another 5' west, etc. As long as the move rate of the current is less than their own move rate, no swim check would be required (I just made that up, but it sounds good, doesn't it?). After all, they are not "swimming" when under the influence of magical flying. By the way - if I've done my math right, 12 knots = 120' per each 6 second round, and 12 knots is a pretty darn swift current. Even a magically flying (underwater at 1/2 move) creature would lose headway - since they would max out at 90' per round. A more "normal" fast current would be 5 or 6 knots - about 60' per round. Even a 1 knot current is 20' per round! Have fun!! For even more fun - characters in really deep water, not near the bottom and out of sight of land, have no idea how fast the current is - everything is moving along at the same speed. This is only an issue if they are trying to go from point A to point B - then the current will sweep them along and they won't even know it - they'll think they are going straight when they are not. [/QUOTE]
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Underwater Flying [2006 Thread]
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