SWIMMING

Swimming and Drowning (A4)

Characters may attempt to swim to the
far end of the hall, but to do so against the
current is difficult and tiring. Current speed <Fatigue, WSG>,  <Rate of Flow = x>
is 3" and the water depth is 8 feet. Only
characters in leather armor or less (except
those in magic armor) may swim the distance.
Those in leather may not carry more
than 200 gp (20#) of extra weight. Swimming
characters move at the same rate as their
dungeon speed plus or minus the speed of
the current. (A1-4.34)

Characters may swim, but party members
in metallic armor (chain, plate,
banded, etc.) have a 25% chance of drowning;
characters in leather armor have a 10%
chance of drowning, while characters in no
armor or magickal armor have 5% chance of
drowning. (A1-4.88)


Holding One's Breath
-
Moving in Water
-
Effects of Moving Water
MOVEMENT RULES FOR UNDERGROUND PLAY
MOVEMENT RULES FOR 
OUTDOOR PLAY
-
DSG
WSG

Swimming (1, 10 a): The character has learned the basics of swimming.
An unarmored, unencumbered character swims 90 feet per round.
Each point of armor class reduces movement by 10 feet per round and gives a 10% (cumulative) chance of sinking.
Heavily encumbered characters move at 1/2 speed and double the chance of sinking.

SWIMMING (DSG)

Waves, underground lakes, and flooded dungeons all present
serious problems to air-breathing creatures. Movement through
these areas is covered by the following swimming rules.

Swimming rules cover two different skills:

  • the length of time a character can hold his breath, and
  • the character’s ability to MOVE through the water.

  • -
    All of these rules assume that the character is using no magical
    assistance in the form of potions of water breathing or other such
    amenities. The effects of such devices, when they are used,
    always take precedence over a character’s innate swimming abilities.
     

    __
    Holding One’s Breath

    <Simple Rule: 3-5 rounds. T1-4.72>

    If a character has a chance to take a large breath of air, and
    does not perform strenuous exercise while holding his breath, he
    can hold his breath for a number of rounds equal to 1/3 his CON Score, rounded up.

    Nonstrenuous exercise includes
    such activities as normal movement, searching for secret doors,
    trying to pick a lock, or other such activities. A character cannot
    be fully encumbered while performing any of these functions.

    If the character is performing strenuous exercise, the number
    of rounds he can remain underwater is cut in half (rounded up).
    Strenuous exercise includes fighting, attempting to subdue or
    move an uncooperative character or creature, trying to lift or
    move a heavy weight, or moving at high SPEED. Fully encumbered
    characters underwater are always considered to be performing
    strenuous exercise.

    If a character does not have a chance to take a deep breath
    before submerging, the amount of time he can remain underwater
    is halved (rounded up). This halving is cumulative with that for
    strenuous exercise. Note that a character is always able to hold
    his breath for at least one round.

    A character does not immediately die when his breath runs out.
    Each round after his breath runs out, the character makes a CONCheck to stay alive. The first check has no modifiers, but
    there is a -2 cumulative modifier each round thereafter. This continues
    until the character leaves the water or the player fails a
    check and the character dies.

    Example: A character with a 16 CON can hold his
    breath underwater for six rounds. On the 7th round the player
    makes an unmodified Constitution Check; the 8th-round check is
    at -2, the 9th-round check is at -4, the 10th-round check is at -6,
    etc.
    For players using samurai characters as defined in the OA rulebook, this system for holding breath can be used
    to augment the samurai’s ki power. A samurai can elect to hold
    his breath according to the rules explained in OA,
    or he can use this procedure and add one round to the
    duration determined.

    Holding Breath in Nonswimming Situations

    In certain situations, characters might wish to hold their breath
    to avoid breathing the surrounding air. In order to calculate the
    duration of such an attempt, use the formula explained for swimming,
    but ADD <1> round.

    Characters cannot USE this ability to avoid the effects of a gas unless they suspect that a gas is about to be released.

    For example,
    if party members must make a save, and some characters
    become paralyzed as a result, the other characters may

    decide to hold their breath to avoid breathing the threatening gas.

    Q: Can a character hold his breath
    and avoid the effects of gases?

    A: Yes, it, is possible for a character who
    suspects or detects poisonous gas before
    having to make a SAVE against it to
    hold his breath and avoid the effects of
    most gases. Some gases, such as green
    dragon breath, take effect on contact and
    cannot be avoided simply by holding one’s
    breath. Rules for characters holding their
    breaths are given in the DSG, page 12.
    (144.7)

    Holding One’s Breath

    <Simple Rule: 3-5 rounds. T1-4.72>

    <Characters submerged in the sewage take an
    extra 8 points of drowning damage at the
    end of the 2ndround. Characters with
    CON scores of 16 or better take only
    4 points. A1-4.37>

    <A character pulled under the surface has
    2 rounds to surface. If the character has
    not reached the surface by the 3rd round,
    he or she suffers 10 points of damage each
    following round. A1-4.39>

    The base amount of time that a character can hold his breath
    underwater is a number of rounds equal to 1/3 of his CON
    score (rounded up). This assumes that the character has a
    chance to take a deep breath before submerging and does not
    perform any strenuous physical activity while he is underwater.
    Normal movement (underwater swimming, diving, or surfacing)
    is allowed; so are activities such as opening a locked chest,
    SEARCHING for a secret passage, or CASTING a spell (if being underwater
    does not prohibit the casting to begin with).

    If the character did not have a chance to fill his lungs with air
    before going under, the time he can hold his breath is cut in half
    (rounded up). If he engages in strenuous activity (such as combat),
    the time is also cut in half. These penalties are cumulative
    with each other, so that a character who is abruptly dumped into
    the water and then forced to fight can only hold his breath for onefourth
    as long as he could under more favorable circumstances.
    Any character is able to hold his breath for at least one round, regardless
    of the effect of these penalties.

    When the time limit for holding one’s breath expires, the character
    does not automatically expire as well. He can stay alive as
    long as he makes a successful CONCheck once per
    round; each check after the first is made with a cumulative +2
    modifier to the die roll. For example, a character with a constitution
    of 12 can hold his breath underwater for 4 rounds under the
    most favorable circumstances. After 4 rounds, he has run out of
    air but can still survive. If he makes a CON Check at the
    end of the 5th round, he is alive and can still be pulled to the surface.
    At the end of the 6th round, the check is made with a +2
    modifier to the die roll; at the end of the 7th round, the modifier is
    +4, and so on.

    A character who has not run out of air can get to the surface either
    by swimming (if he has proficiency) or by remaining still and
    allowing his body’s natural buoyancy to carry him upward (the
    only way that a non-swimmer can surface). Such a character is in
    control of his faculties and is able (for instance) to divest himself
    of extra weight to bring himself to the surface more quickly. When
    a character runs out of air, he is unconscious and cannot move
    under his own power. To survive, he must be pulled or otherwise
    moved up to the surface before he fails a CON Check.

    Holding One’s Breath When Not Underwater

    If a character wants to hold his breath when he is not underwater,
    the formula given above is used, but <1>one round is added to
    the time limit. The penalties for being unprepared and for engaging
    in strenuous activity are applied after the one round of time is
    added, not before.

    Note that a character cannot escape the effects of a poisonous
    gas or some other noxious substance (such as the odor of a troglodyte)
    unless he holds his breath before he is affected. A small
    amount of poisonous gas is just as harmful as an extended dose,
    so a character who holds his breath after ingesting some of the
    vapors isn’t doing himself any favors.


     


    Moving in Water

    Characters with swimming proficiency can perform many
    actions in the water. Characters without this proficiency are
    unable to remain afloat in water and drown in deep water unless
    they are aided. A character does not need swimming proficiency
    to be able to hold his breath, as xplained above.

    For humanoid monsters, assume a 1/3 chance that the creatures
    are able to swim.

    Almost all animals can swim, if forced to. Wolves and other
    canines willingly follow prey into water, while most felines swim
    only in desperation. Certain creatures (fire- and stone-based
    monsters in particular) never enter the water.

    The swimming ability is divided into three functions:

    Endurance reflects how long a character can continue to swim
    without resting. This assumes that the character can breathe
    while swimming--i.e., is not swimming through a completely
    water-filled passage. <(Endurance skill)>

    SPEED reflects how many feet per round a character can travel in the water.
    If the character is swimming completely underwater, his SPEED is reduced to 2/3 of the max..

    Diving determines how deep a character can go in a single round when he is already in the water.
    Obviously, the character must hold his breath or utilize magical aid in order to fully use this ability.

    Encumbrance
    Encumbrance

    Encumbrance is perhaps the most important factor in determining
    a character’s success at swimming. The following table
    shows the effects of encumbrance on the categories of endurance,
    speed, and diving.

    The encumbrance categories match those described in the
    PH, page 101.

    Table1: SWIMMING EFFECTS OF ENCUMBRANCE

                                                                Effects
    Character's Encumbrance Endurance Speed Diving Surfacing
    Unencumbered Doubled Doubled Normal Doubled
    Normal Gear Normal Normal Normal Normal
    Heavy Gear Quartered Quartered Tripled Quartered
    Encumbered None None Tripled None

    * An encumbered character cannot move through the water under his own power. If he enters the water, he will sink.

    Encumbrance
    The physical attributes of a
    swimmer may have an effect on how well he can perform these
    functions, but the most important factor - and one that applies to
    any swimmer - is his degree of encumbrance.

    Table 24: EFFECTS OF ENCUMBRANCE ON SWIMMING
     
    Enc. Endurance Speed Diving Surfacing
    None x 2 x 2 x 1 x 2
    Light x 1 x 1 x 1 x 1
    Moderate x 0.5 x 0.5 x 2 x 0.5
    Heavy x 0.25 x 0.25 x 3 x 0.25
    Severe - - x 3 -
    <DSG: mathematically, the same as the DSG table, although expressed differently, and a footnote is added at the DSG table>

    The entries on this table represent the increase or decrease in
    a character's ability to perform the listed functions under certain
    degrees of encumbrance. An entry of 'I-" means that it is impossible
    for the character to perform the function; in other words, a
    severely encumbered character cannot swim - he will sink in
    any body of water deeper than his height, and will not be able to
    surface under his own power unless he gets rid of at least some of
    his encumbrance before he drowns.
     
     

     

    -

    Endurance
    Endurance

    A character’s swimming endurance is calculated by adding the
    character’s total experience levels to his CON score. This
    is the number of turns the character can swim without rest. 

    Thus, a fighter/magic user of levels 6/5 with a CON score of 12 could
    swim 23 turns when carrying normal gear. If the character were
    completely unencumbered, he could swim for 46 turns!

    A character who is only attempting to stay afloat by treading
    water doubles the number of turns of his swimming endurance.
    When a character runs out of endurance, he will drown unless he
    can get out of deep water or find some means of staying afloat.

    A character can elect to swim at high SPEED, with the effect of
    doubling his swimming rate at a severe penalty to endurance.
    The endurance of a character swimming at high speed is
    reduced to 1/10 of its original value. In addition, immediately
    upon exiting the water, the character must spend as much time
    resting as he spent swimming at high speed.

    Endurance (EP = L+CON)

    A character's base swimming endurance, in number of turns,
    is equal to his total of experience levels (counting all classes for a
    multiclassed character or a character with two classes) plus his
    CON score. This is the length of time he can continue to
    swim before being forced to stop. When a swimmer reaches his
    endurance limit, he must stop and rest by getting out of the water
    or, if he is in calm water, by finding a place where he can stand in
    water that is not over his head. He regains three turns of endurance
    for every turn spent resting. The same rate applies if a
    swimmer stops before using up all of his endurance.

    A character can swim at high SPEED, doubling his normal
    movement rate, but by doing so he reduces his endurance to V1o
    of its normal amount (rounded up). After using up some or all of
    his endurance on a high-speed swim, the character must get out
    of the water to rest, and any normal endurance points that were
    lost because of swimming at high speed are only regained on a
    one-for-one basis - one turn of endurance for one turn of rest.

    Example: A Filcher (T6) with a CON of 12 has a swimming
    endurance of 18 turns when lightly encumbered. He
    plunges into the water and takes off at normal speed for 8 turns,
    leaving him with 10 turns of endurance left. At this point he decides
    to swim at high speed, and can maintain this speed for l
    more turn (1110 of 10). Now he must rest; he climbs out of the water
    and sprawls out on shore. After 3 turns of rest he has regained
    the 8 turns' worth of endurance he lost while swimming at normal
    speed. In order to regain the other 10 and get back to full endurance,
    he must rest for another 10 turns (1 turn for every endurance
    point used up swimming at high speed). If he re-enters the
    water any sooner, his endurance will be less than its maximum
    and his ability to swim farther will be hampered accordingly.

    -

    SPEED
    SPEED

    The speed with which a character can swim begins at a base
    4” / round for humans, and 3” / round for demihumans && humanoids.
    This SPEED is then modified as shown on Table 1. A character
    can elect to swim at high speed, doubling his rate of
    movement with the endurance penalty described above. In +addition+,
    a character’s STR bonus for damage can be added to
    his swimming speed. 

    For example, a human character with a
    STR of 16 has a damage bonus of + 1, and thus could swim
    at 5” per round. This bonus can never exceed +3”, even if the
    character’s damage bonus is greater.

    SPEED

    The base swimming movement rate for humans is 4" (40 feet
    per round); for other PC races and land-based humanoids,
    it is 3". (Of course, a specific swimming rate listed in
    the statistics for any monster or humanoid supersedes the rate
    given here.) This rate represents the character's swimming
    speed on the surface of the water; for a swimmer moving beneath
    the surface of the water, the rate is reduced to 2/3 of the given
    amount (rounded up). The base rate may be modified by one or
    more of the following factors:
     
     
    - Modifier 
    Strength 16 or 17 + 1"
    Strength 18  + 2"
    Strength 18/01 or higher + 3"
    Swimming with light current +1" to +3"
    Swimming against light current -1" to -3"
    Swimming with strong current +4" to +6"
    Swimming against strong current -4" to -6"

    A modified movement rate of 0" means that the character cannot
    move forward in or through the body of water in question, and
    must exert himself (using up endurance) simply to maintain his
    present location. A modified rate of less than 0" means that the
    character is at the mercy of the current, and even if he tries to
    swim against it he will be propelled in the opposite direction at a
    rate of 1" to 3", depending on the strength of the current.

    The strength of the current is determinable only by the
    DM, depending on the characteristics of the body of
    water in question. The speed of the current in a gently flowing
    river is probably no more than 1" or 2", while the current in a
    rushing mountain stream is certainly in the 5" to 6" range.

    As described above in the text on endurance, a character may
    elect to swim at high speed, which doubles his movement rate at
    the expense of a severe penalty in endurance. (It is not possible
    to swim at high speed beneath the surface; this option applies
    only to characters swimming on the surface.) However, this increase
    in speed is halved in any water conditions where the character
    would have a movement rate of 0" or less at normal speed.
    For instance, a character with a base movement rate of 4" trying
    to swim against a current of 4" has an effective movement rate of
    0"; the best he can do under normal exertion is to stay in one
    place. If he decides to swim at high speed, he can move forward
    at a rate of 2" (half of the normal bonus) under these conditions.

    -
     

    DIVING AND SURFACING
    Diving and Surfacing

    <>

    A character trying to retrieve an object underwater, or investigate
    something deep in the water, must use the diving function to
    get to the object and then must return to the surface.

    A character can normally swim downward 20 feet in a game
    round. This depth can be modified by encumbrance, as
    explained above. The initial round of diving can be increased if
    the character uses momentum to carry him downward. A character
    jumping or diving into the water from a place within a few feet
    of the water’s surface can add 10 feet to the depth achieved on
    the first round. For each 10 feet of height above the water surface,
    an additional 5 feet of depth can be added, to a maximum of
    a 40-foot-high jump.

    The additions for diving into water are not modified by encumbrance,
    so a character jumping into the water can dive an xtra
    10' regardless of whether he is completely unencumbered or
    carrying heavy gear.

    Diving Example: A group of characters wish to examine a
    glowing spot of light underneath the surface of a vast subterranean
    pool. Two characters jump into the water and immediately
    start downward. One of them is carrying heavy gear, while the
    other carries normal gear.

    Each character gets a bonus of 10 feet in depth because he
    jumped into the water. The character with normal gear can swim
    the normal distance of 20 feet/round, thus achieving a depth of 30
    feet after the first round. The heavily laden character can sink 60
    additional feet after the jump, since his encumbrance triples his
    diving rate; thus, this character’s depth is 70 feet after the first
    round.

    The rate at which a character can surface from a dive is 20 feet
    per round with normal encumbrance. This is modified by unusual
    encumbrance as shown on Table 1 and assumes that the character <(varies from the WSG)>
    is actively working to return to the surface. A character who is
    simply floating upward (an unconscious character, for example)
    moves <5'> per round slower. A character who is encumbered
    with heavy gear or greater must actively swim for the surface or
    he does not rise at all.

    A character can intentionally load himself down (with rocks,
    etc.) to aid a dive, and then release the added weight when he
    wants to surface. The DM must decide how heavily a character
    must load himself to reach a certain encumbrance category.

    Armor and backpacks can also be used to weigh a character
    down, but these are much harder to release than a bag of rocks. It
    takes one round to remove a backpack under water, while removing
    armor usually takes several rounds. Subtract the AC
    of the armor (not including magical bonuses or shield) from 10 to
    determine the rounds required to remove it while under water. For
    example, a sinking character in chain mail (AC 5) can remove the
    armor in five (10 - 5) rounds.

    ADQ: How long does it take climb in and 
    out of armor, leaving it in a wearable condition 
    afterwards? How long does it take to shed 
    armor in an emergency? 
    ADA: It takes 2 rounds to get out of leather armor, 
    3-4 rounds to get out of scale, 
    5 rounds for chain, 
    and 10 rounds for plate 
    when the proper care is taken. 
    In an emergency (i.e. when you 
    don't care if the armor is usable afterwards), 
    a character can shed the armor in 1/2 the normal time. 
    (Polyhedron #19)


    14.
    Diving and Surfacing

    The basic movement rate for a character attempting to swim
    downward through the water is 2", or 20 feet per round. 

    This figure is doubled <(x2)> for moderately encumbered characters and tripled <(x3)> for heavily or severely encumbered characters. 

    In +addition+, the depth attainable on the first round of a dive can be increased if the character leaps into the water from a point above the surface of the water, as follows:
     
    Height of Leap  Extra Depth
    At least 5 feet 1"
    At least 15 feet 2"
    At least 25 feet 3"
    At least 35 feet 4"
    At least 40 feet* 5"

    * - If a character leaps into the water from more than 40
    feet above the surface, the extra depth attainable on the
    first round of the dive does not increase beyond 5" regardless
    of the height involved. In addition, a character making
    a dive from 40 feet or any greater height may suffer falling
    damage as described above in the text about being carried
    over a waterfall.

    Note that the diving bonuses for leaping into the water are not cumulative with the depth increases for moderately, heavily, and severely encumbered characters. The extra depth is added to the dive after encumbrance is taken into account; thus, a moderately encumbered character diving from 15' will travel 6” down into the water - 4” for the normal rate doubled, plus 2” for the height
    of the leap.

    The base surfacing rate, like the diving rate, is 2” (doubled for a character who is not encumbered, reduced for a character who is moderately or heavily encumbered). To be able to travel upward at this rate, the swimmer must be actively working to get himself to the surface. Otherwise, the natural buoyancy of a character’s body will bring him to the surface at 1/2‘‘, or 5 feet per
    round (modified for encumbrance), if he is inert.

    It is possible for a character to purposely encumber himself
    with items that can be easily gotten rid of, so that he can make a deep dive and then return quickly to the surface after divesting himself of the xtra weight.

    -
    Effects of Moving Water
    Effects of Moving Water

    It is important to remember that a character’s swimming speed
    is relative to the water he occupies. A stream flowing 40 feet per
    round, for example, will carry swimming characters along at that
    speed, plus or minus characters’ swimming speeds.

    By swimming upstream at normal human swimming speed of
    4”/round, a character could manage to stay in the same position,
    relative to the banks of the stream. Dwarves && hobbits with
    normal swimming speeds of 3”/round will be washed downstream
    10 feet in the sample stream above, even if they spend the
    entire round swimming upstream.

    Extremely rapid streams can move characters with enough
    momentum to do them considerable harm. Of course, until the
    character hits something, the water might prove to be a fast and
    direct form of transportation. Obviously, submerged rocks and
    subterranean waterfalls can change this impression quickly.

    A character carried over a waterfall receives half the normal
    amount of damage for the distance of the fall, except that a saving
    throw vs. breath weapon is allowed. If the save is successful,
    the character manages to avoid the most damaging obstacles as
    follows: If the fall is 100 feet or less, the character receives no
    damage from the plunge. If the drop is greater than 100 feet, the
    character only receives 1/10 the normal damage for such a fall.

    Rapid streams full of submerged rocks pose a special threat to
    characters in the water. The DM should rate the danger of such a
    stream with a number from one to 10, one being the most dangerous.
    The stream’s danger rating tells how often a character must
    make a swimming Proficiency Check. The time between saving
    throws (in rounds) equals the stream’s danger rating. Thus, a
    stream with a rating of one requires a saving throw every round,
    whereas one rated four only requires the check every four
    rounds. Whenever a character fails such a check, the pounding
    against the rocks causes Id6 points of damage.

    The danger rating of a stream should be based on factors such
    as the speed of the water, its depth (shallower being more dangerous),
    the number of obstacles in the stream bed, and the
    amount of light available to see the obstacles. In a stream rated
    five or less, characters must swim at high speed.

    Other Effects of Moving Water

    A shallow river or stream in which the water is moving rapidly
    can harm characters by buffeting them against rocks and other
    protrusions in the water. As outlined in the DSG, the DM should attach a rating of from 1 to 10
    to a shallow, rapidly coursing stream or river, with 1 being the
    most hazardous. This number represents the amount of time, in
    rounds, that a swimmer can traverse the water before needing to
    make a Proficiency Check; in a stream with a rating of 1, a check
    must be made every round, and in a stream with a rating of 5, a
    check must be made on the first round, the sixth round, and every
    fifth round thereafter. Failure on this check indicates that the
    swimmer has been thrown against the rocks, suffering ld6 points
    of damage. A character without swimming proficiency is virtually
    helpless in similar circumstances, and will suffer ld3 points of
    damage every round that he remains in the water.
    Any character can halt his movement through rough water by
    grabbing onto a handy protrusion (a big rock, an overhanging
    tree limb, etc.), assuming that such protrusions are available and
    within reach. This tactic succeeds if the character makes a successful
    DEX Check; a new attempt can be made every round
    if desired. After catching onto something, the character must
    make a successful Strength Check once every two rounds to remain
    attached; failure indicates that he has lost his grip and is
    again being swept downstream.

    Very often, a stretch of rough water culminates in a waterfall. If
    a character is carried over a waterfall that is 40 feet or more in
    height, he will suffer falling damage equal to one-half of the
    amount that would be taken in a normal free fall. However, a saving
    throw versus breath weapon is allowed. If this saving throw
    succeeds and the fall covers a distance of at least 40 feet but not
    more than 100 feet, the character takes no damage; if the save
    succeeds and the fall is greaterthan 100 feet, the charactertakes
    one-tenth of normal falling damage (rounded up). No falling damage
    is suffered by a character who is carried over a waterfall that
    is less than 40 feet high; in such a case, the fall is treated asa normal
    dive (see the following text). Of course, these guidelines assume
    that the base of the waterfall does not contain rocks or
    other obstructions. If a plunge over a waterfall sends a character
    crashing into rocks, falling damage is assessed as for a fall
    through the air.


    WSG: This is something of a special case among the so-called
    so-called
    “normal” proficiencies (as opposed to something such as
    a survival skill, which might be called a “special” proficiency). A
    character without hunting proficiency still has a chance of being
    able to bring down some wild game for dinner; one without foraging
    proficiency is still able to gather plants that he believes to be
    edible. But a character without swimming proficiency cannot
    swim at all. He can hold his breath under water, and under the
    right circumstances he can float at the top of a body of water, but
    he cannot move through the water under his own power. Rules
    governing the swimming proficiency are given in the section on
    Encumbrance && Movement.

    SWIMMING (WSG)

    Only characters with proficiency in swimming (see the section
    on Wilderness Proficiencies) have the ability to propel themselves
    through the water without the aid of magic or some sort of
    flotation device. However, nonproficient characters do not simply
    sink like a stone if they find themselves immersed in a deep body
    of water. This section of rules covers swimming (for those who
    can swim) and treading water (for swimmers and non-swimmers).
    The skill of swimming is composed of three sub-skills: endurance
    (how long a character can keep swimming), speed (how fast
    he can move through the water), and diving (how rapidly he can
    move downward through the water). The physical attributes of a
    swimmer may have an effect on how well he can perform these
    functions, but the most important factor - and one that applies to
    any swimmer - is his degree of encumbrance.
     

    Treading Water

    A character with swimming proficiency who is afloat in calm
    water can remain in one place, by treading water, for a number of
    turns equal to twice his endurance score. In other words, he uses
    up one endurance point for every <2> turns spent treading water.
    A character without proficiency in swimming can safely tread
    water for a # of rounds equal to his STR score. This
    time limit is modified for encumbrance in the same way that a
    swimmer’s endurance is modified. When the time limit expires,
    and at the expiration of every round thereafter, the character
    must make a STR  Check to remain afloat. Every check after
    the first one is made with a cumulative + 1 modifier to the die roll.
    For instance, a character with a strength of 6 who is not encumbered
    can tread water for at least 12 rounds. At the end of the
    12th round, he must make a STR  Check (unmodified) to stay
    above the water for another turn. At the end of the 13th round, the
    check is made with a + 1 modifier to the die roll; at the end of the
    14th round, the modifier is +2, and so on.

    A character who is treading water in a current has no control
    over his movement through the water; he will be carried in the direction
    of the current at a rate equal to the speed of the current
    (modified for the character’s encumbrance, just as for swimming
    movement). A character with swimming proficiency can prevent
    himself from moving with the current and maintain the same position
    in the water, but then he is effectively swimming, not treading
    water, and endurance is assessed accordingly. A character without
    swimming proficiency cannot prevent himself from being carried
    along by the current; if he attempts to do so, he will begin to
    sink immediately.