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Drowning, some compromise
OK, lemmie get this hashed out before I put together a presentable
proposal ...
Will Checks for drowning:
I'd really like to NOT have a will check to see if breath is held, that's
what the health checks are for ... perhaps the items below make things
a bit better. I HAVE included additional swimming checks if one begins to
drown WITHOUT needing to make will checks ... Opinions anyone?
Second Chances:
===============
Occasionally, pasive victims DO resurface ... increase the swimming check
by 1d6 for each round checking health (in lieu of a will check).
The health check MUST BE PASSED before the additonal swimming check is
given.
That is +1d6 for round 1
+2d6 2
+3d6 3
etc.
(similar to breaking a grapple, but based on rounds underwater, not break
attempts)
If health checks are reduced to 1d6 due to assistance, reduce swimming
additional dice accordingly.
If the check is made, and the surface is within 10 ft and unobstructed,
assume the character resurfaces and is successfully swimming.
Sinking:
========
Sinking rules are in effect at all times while in the water.
Success in a standard swimming check indicates the character does not
sink. (DUH)
Assume that, while characters are still concious, and reasonably
unencumbered (GM discression) they remain within 10 ft (in deapth) of the
point they began to drown in calm water.
Reasonably unencumbered characters that are unconcious may sink at a rate
of 1d6 -1 ft/rnd, or their armor's rate as listed below, whichever is
greater.
(they may float, sink slowly, or sink like a rock)
Armor and Sinking:
==================
Armor and swimming don't mix well.
Armor type: Additonal f/rnd sunk
Clothing ---
Leather 1d6
Chain 2d6
Plate 3d6
Shield +1d6 (plus unavailability of one arm)
Weapons or equipment
carried in hands unavailability of arm holding equipment
For every extra d6 rolled against the swimming skill, subtract 1d6 from
the additonal feet sunk before the roll.
Further encumberance MAY add dice to the rate the character sinks (GM
descression)
i.e. a 6d6 check against swimming will allow someone in plate to keep
one's head above water and move about rudimentally in a calm body of
water. (with shield)
1d6 base check, +3d6 (plate), +1d6 (shield), +1d6 (swimming with one arm).
Sinking takes place at the end of the round.
Swimming Underwater:
====================
The GM determines the difficulty for the distance the character wishes to
swim underwater, +2d6 for those needing to breathe air, against Swimming.
Very short distances (GM Discression) may be swum underwater without the
2d6 penalty for breathing.
Success indicates the entire distance has been covered.
Failure indicates drowning (if applicable).
The check may be reduced by 1d6 for every breath the character wants to
surface to take, but not below the difficulty of a swimming check at the
surface of that location.
Waterbreathing characters may swim below the surface of fresh water as
easily as they would swim at the surface of that location.
John Hogg johnhogg@expert.cc.purdue.edu
I'll tell you what I've learned today! I've learned Nature can be cruel ...
BUT I CAN BE CRUELER!!!!!! BWAHAHAHAHAHAHAHAHAHA!!!!
-Ren Hoek "Lumberjerks" The Ren & Stimpy Show