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)
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OUTDOOR PLAY |
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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.
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:
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
Nonstrenuous exercise
includes
If the character
is performing strenuous exercise, the number
If a character does
not have a chance to take a deep breath
A character does
not immediately die when his breath runs out.
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
Characters cannot USE this ability to avoid the effects of a gas unless they suspect that a gas is about to be released.
decide to hold their breath to avoid breathing the threatening gas. Q: Can a character
hold his breath
A: Yes, it, is possible
for a character who
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Holding
One’s Breath
<Simple Rule: 3-5 rounds. T1-4.72> <Characters
submerged in the sewage take an
<A character pulled under the surface
has
The base amount of time that a character
can hold his breath
If the character did not have a chance
to fill his lungs with air
When the time limit for holding one’s breath
expires, the character
A character who has not run out of air
can get to the surface either
Holding One’s Breath When Not Underwater If a character wants to hold his breath
when he is not underwater,
Note that a character cannot escape the
effects of a poisonous
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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 is perhaps
the most important factor in determining
The encumbrance categories
match those described in the
Table1: SWIMMING EFFECTS OF ENCUMBRANCE Effects
* 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
The entries on this table represent the
increase or decrease in
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Endurance
A character’s swimming
endurance is calculated by adding the
Thus,
a fighter/magic user of levels 6/5 with a CON score of 12 could
A character who is
only attempting to stay afloat by treading
A character can elect
to swim at high SPEED, with the effect of
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Endurance
(EP = L+CON)
A character's base swimming endurance,
in number of turns,
A character can swim at high SPEED, doubling
his normal
Example: A Filcher
(T6) with a CON of 12 has a swimming
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SPEED
The speed with which
a character can swim begins at a base
For example, a human
character with a
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SPEED
The base swimming movement rate for humans
is 4" (40 feet
A modified movement rate of 0" means that
the character cannot
The strength of the current is determinable
only by the
As described above in the text on endurance,
a character may
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Diving
and Surfacing
<> A character trying
to retrieve an object underwater, or investigate
A character can normally
swim downward 20 feet in a game
The additions for
diving into water are not modified by encumbrance,
Diving
Example: A group of characters wish to examine a
Each
character gets a bonus of 10 feet in depth because he
The rate at which
a character can surface from a dive is 20 feet
A character can intentionally
load himself down (with rocks,
Armor
and backpacks can also be used to weigh a character
ADQ: How long
does it take climb in and
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Diving
and Surfacing
The basic movement rate for a character
attempting to swim
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:
* - If a character leaps into the water
from more than 40
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
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
It is possible for a character to purposely
encumber himself
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Effects
of Moving Water
It is important to
remember that a character’s swimming speed
By swimming upstream
at normal human swimming speed of
Extremely rapid streams
can move characters with enough
A character carried
over a waterfall receives half the normal
Rapid streams full
of submerged rocks pose a special threat to
The danger rating
of a stream should be based on factors such
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Other
Effects of Moving Water
A shallow river or stream in which the
water is moving rapidly
Very often, a stretch of rough water culminates
in a waterfall. If
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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.
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.