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[Fwd: Lengthy, but simpler (I hope) Drowning]



Although consistant, effective means were not available till reciently,
many old tried and true methods worked also: hanging a person upside
down to drain the lungs and beating on the chest, hanging a drowned man
over a horse and smacking its ass, ect. There is a large difference
between not breathing and the heart stopping. They probably do not
happen at the same time. Can anyone tell us what the time is between
breathing stopping and the heart stopping? Can someone pass this to John
Hunningford or Jody Barr? PS- If so , copy me so I can get their email
addresses.

Joe

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Read this all the way through before you respond, please

OK ... Drowning ...

First off, Yes, I DO have lifeguard experience (6 years certified, Red
Cross) and have assisted WSI's and WSII's (Water Safety Instructors and
Water Safety Instructor Instructors (lifeguard teachers)) in training
lifeguards by playing a drowning victim (any commentary here, Sean, and I
beat you :)  ) for at least three seperate classes beyond the classes I
took (I mean it, Sean  :)  ).

Now, some definitions:
=====================

active victim:	a concious, thrashing, drowing victim that is usually
		found near the surface of the water, and will usually grab
		onto damn near anything he can to stay afloat (including
		and especially lifeguards).  
		Active victims are usually paniced, but many can and do
		move in the water, grab flotation devices, grab ropes,
		and otherwise respond to aid or try to get out of the 
		water themselves.

passive victim:	an unconscious or exhausted drowning victim that may be 
		nearly or completely unresponsive.  Can be found floating
		on the surface, sinking towards the bottom or on the
		bottom of a body of water.

NOTE:		passive victims can become active (though it is not the 
		norm) and vice versa (which IS the normal course of
		events).

drowning:	(working definition) being in the water and unable to
		get oxygen (via lungs or gills or whatever ... fish CAN
		drown) in a regular manner to breathe.
		example:	someone who dives into shallow water and
				knocks themselves unconcious with their
				entry is drowning.
		example2:	an accomplished swimmer who suffers a
				severe cramp that hinders movement is
				drowning.

Proposal:
========

Swimming is a skill.  In fact, it is THE skill to allow someone in the
water to not only move about in it, but also get oxygen in a manner that
is agreeable with that persons physiology (i.e. in the lungs or across
the gills (at 2d6 off the skill check) for those characters who use/have
them).  Crawl, Butterfly, Breaststroke, Backstroke, Freaking Doggie
Paddle, it's all swimming.

Therefore, by definition, if you make your swimming skill check, you're
                                                    ============
not drowning. (we seem to have universal concencus on this one)

However, if you fail the skill check ... welcome to victimization :)

Oh, btw, as far as the whole "but we live on a water world ... everyone
ought to have swiming" argument:

Yes, they ought to, and it's a pretty freaking cheap skill to boot.  Buy
it.

Enter the default:
=================

If you make your default, you are an active victim.  This isn't so bad.
Active victims can (and usually will) move in the water.  Keep in mind,
though, they're not so much controling their movement in the water as they
are beating the water into submission  :)

I would argue that a GM ought to make those defaulting swimming make more
frequent checks than those using the skill (as they're working MUCH
harder), but I'm a right bastard, and it makes mechanics more difficult
than it needs to.  While I'd argue the point, I'd likely not RULE that
way.


Blowing the default:
===================

This is bad.

Welcome to being an active victim who CAN'T control how they get oxygen.
Please make a 1D health check to remain concious.
next round 2D
next round 3D etc.

Why not use big tables comparing health, extending time, et al?

1) more complicated than it needs to be

2) each cascading check can be stressed (allowing about 20-30 seconds of
darn near guaranteed conciousness)

3) casting should be allowed while drowing (provided the health checks are
being made) so those with waterbreathing or other potentially useful
spells can use them (though they should have been cast BEFORE hopping into
the drink) 
	Casting while swimming, on the other hand may require some
hefty swiming skill checks every round for the duration of the casting (to
not use the requisite arm(s) to stay afloat, swim, etc.) perhaps +2d6 or
+3d6 with applicable verbal and handed casting skills knocking down the
check.  (+1d6, each for left hand, right hand, and verbal components).

4) skilled swimmers should be able to assist those having difficulty ...

	An attempted rescue disrupts spellcasting for both rescuer and
	victim.

	Make a skill check at 1d6 higher for assisting a passive victim,
	2d6 for an active victim.  This check must be made before the
	victim can move/be moved.

	If the rescuer fails the new swimming check, he may disengage
	from the victim the next round.

	Upon disengaging, the rescuer needs to make a swiming check of
	the original difficulty.

	If the victim is passive, he remains passive.  If the victim is
	active, allow a swimming check of original difficulty as well.  If this
	check is failed, begin cascading health checks (at 1D6)

5) those that can't swim and get stuck in deep water DO drown ... buy the
skill.

As far as the arguement about "I can hold my breath for x seconds, so my
character should be able to hold his breath for at least y seconds before
making health checks."

Who DOESN'T try to get a deep breath before popping (voluntarily or
involuntarily) into the water?
By not making the skill check:
	a) you can't control when/IF you get another breath
	b) your character ought to REALIZE he can't get another breath
	c) welcome to lung-burning panic
	d) according to my classes (thank God I've never had an actual
	   victim go passive) it is a NATURAL REACTION to begin thrashing
	   the arms vigorously in an attempt to keep the head above water.
	   This is why the thrashing of arms is a telltale sign of an
	   active drowning victim.  While this thrashing can help to a
	   degree, it is thoroughly exhausting (I know, I've simulated it)
	   and leads to a huge quantity of water being splashed into the
	   face.  End result, an exhausted/unconcious victim who did NOT
	   get a decent breath.
	e) the duration for simply holding one's breath is SIGNIFICANTLY
	   longer than the duration one can hold one's breath while doing
	   something exhausting/strenuous. (like thrashing)
	   Example:	I used to be able to swim 100 meters underwater in
			about 45 seconds (a lesurely pace for 100m!), but
			I would pop up at the end of said distance GASPING 
			for air, with my eyes nearly bugging out and my
			lungs feeling like they were bleeding.  At the
			same time, I could hold my breath, sitting for 2
			minutes (give or take) without much discomfort.
			Keep in mind, I was not paniced during any of
			this, either (could stand up and get a breath if
			I needed it), and was skilled in swimming.

Unconciousness:
==============

Character has fallen unconcious due to failed health check (and is now
aspirating water (in a bad way for lizards) if anything.

Are they dead?  Not necessarily.

I agree that loss of conciousness, respiration, and even heartbeat don't
mean you're irrevocably lounging in Infero.  I agree MODERN 20th CENTURY
MEDICAL TECHNOLOGY (none of which of the capitalized words should exist in
fantasy-based AQ, save perhaps CENTURY, but you get my point) can bring
someone back in that situation.  In some cases CPR (also developed in the
20th century) can bring someone back.  However, even now, if a victim is
not removed from the water, there is very little that can be done to bring
about conciousness.

However, in AQ there are several magical effects not only to bring about
conciousness in a direct, magical manner, but also to potentially
manipulate the water that has been aspirated so it is out of the system
(which via GM adjucation may be enough to have the unconcious character
begin breathing on his own and regain conciousness naturally)

To incorporate the 5 minute window mentioned in previous posts as well as
in my lifeguard, CPR and First Aid training, I suggest the GM roll 1D6 and
this is the number of minutes between unconciousness and death for the
character.  At the end of the D6 span, allow a DI.

John Hogg				johnhogg@expert.cc.purdue.edu
"Adventure?  Excitement?  A jedi craves not these things."
						-Silent Bob, "Mallrats"




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