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Re: Lengthy, but simpler (I hope) Drowning



Okay,

You asked for it :)


----------
> From: John Hogg <johnhogg@expert.cc.purdue.edu>
> To: gmlist@ns1.cioe.com
> Subject: Lengthy, but simpler (I hope) Drowning
> Date: Monday, September 21, 1998 12:22 PM
> 
> 
> 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.
> 

If I understand this correct, you want people who MAKE their default
swimming to be active victims, meaning probably going to screw up
soon and start to drown and need assistance.  If this is correct I
don't agree with it.  If you make the check you make the check.
 
> 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)

Hmm.. I would still prefer the whole health check thing to start a
few rounds after you blow your swimming skill.  Maybe a will check
or something to take into account your passive/active thing.  I.E.
if on the first or second round after you fail your swimming check
you can make a 3d6 will check to try swimming again next round.  IF
you still fail you can make a 4d6 check the next round to try
swimming yet another round, after that you have screwed up so bad
you are not thinking anymore and have sucked in some water and the
whole health check for unconsciousness kicks in.

I.E.

Round
   1                   Fail Swimming skill
   2                          3D6 Vs Will
   3                   If made will check try swimming check again,
If fail 4d6 Vs will
   4                   If Swimming fine, if maid 4d6 will try
swimming, if fail 1d6 Vs health
   5                                 2d6 versus health (assuming
failed other swimming/will)
   6                                 3d6 versus health


    etc.               

> 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).


Defiantly an extra 2d6 to swimming to cast as normal since you would
only be able to swim with your legs (treading with no arms is hard)
and of course overall movement restricted to 1/5 swimming movement
rate.


> 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)


Okay if we go by my suggestion you are an active victim while making
the will checks and a passive victim while making the health checks.
 By skill check do you mean that the rescuer must make his normal
swimming skill plus 1d6 for passive victim or do you mean another
skill check all together?  I would lean toward the plus.

 
> 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.

> 
> 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.
> 


I am good with the 1d6 minutes until death thing.


-Kris