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Re: Drowning, some compromise





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> From: John Hogg <johnhogg@expert.cc.purdue.edu>
> To: gmlist@ns1.cioe.com
> Subject: Drowning, some compromise
> Date: Friday, September 25, 1998 9:43 AM
> 
> 
> 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.


Better, much better...

> 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.

Umm didn't a group of us go out to the Wabash and watch Jevan and Kevin
swim in serious chain mail (heavier than Jaren chain mail) and found it
had little effect on their ability to swim.  Packs and cloth type stuff
did cause problems though.  Based on this I don't think I buy the all the
extra dice for armor.  I would give plate an extra 2d6 check more because
of how it restricts your movements than the weight.  Remember Jaren armor
is not as all covering as their medieval counter parts.  In all reality
the robes/clothing would probably cause more problems.


> 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.


What about some distance limitations here

Such less than 10 feet - no extra check then 1d6 for every 20 feet
thereafter.  

-Kris