DeadDMWalking |
I think they deliberately eliminated it. It has been missing through the Alphas as well. Since that was the 'one rule that didn't follow the rule' it was difficult to remember and was frequently not applied.
So, the Armor Check penalty is all that applies against your ability to swim.
Personally, I think that the rule might simply state that you cannot swim while carrying a medium or heavier load (like many flying creatures). Thus, if you're very strong, but you're carrying a medium load and you fall into the water, until you 'drop something' you have no chance of swimming free.
And of course, the Armor Check Penalty would still apply...
James Jacobs Creative Director |
Not being the guy who wrote the section (that'd be Jason, and he's on vacation until next Monday), I can't say for sure...
But I think the intention WAS deliberate. By changing it so that Swim skill checks work the same as other armor penalties for every other skill, the whole system is simplified. No longer do you have to remember an exception to a rule if we fix this thing for Swim checks; armor checks work the same all the way down the list.
That said, it might be worth keeping the enhanced penalty for Swim checks. Check it out in play, keep an eye on it, and if we've got too many Plate-Mail wearing swimmers in the end... we'll fix it back!
Douglas Jew |
Not being the guy who wrote the section (that'd be Jason, and he's on vacation until next Monday), I can't say for sure...
But I think the intention WAS deliberate. By changing it so that Swim skill checks work the same as other armor penalties for every other skill, the whole system is simplified. No longer do you have to remember an exception to a rule if we fix this thing for Swim checks; armor checks work the same all the way down the list.
That said, it might be worth keeping the enhanced penalty for Swim checks. Check it out in play, keep an eye on it, and if we've got too many Plate-Mail wearing swimmers in the end... we'll fix it back!
I have a further question about players who insist that they can swim in very heavy armour.
I have a player who insists on wearing splint mail and a light steel shield (-8 armour check penalty to skills) while sailing across an open lake. The water is deep, but calm (DC10). He has no ranks in his Swim skill, but he has a +3 strength modifier. If he falls into the water, he needs a 15 in order to swim. And if he roll a 10 or less, he goes underwater. But he says, 'so what?' He just needs to roll a 15 or higher anytime during the next 17 rounds while he is holding his breath and he will swim back to the surface because he can swim 10 feet per round. And this is because 3.xE has never deal with what happens if a character fails to swim underwater more than once.
Logic tells me that heavy metal armour will drag a character down more than 10 feet if he fails to swim several rounds in a row. Having him able to wait 17 rounds and then just swim 10 feet up to 'reset' the whole thing because he can get fresh air in his lungs, reminds me of the system they used in The Elder Scrolls:Morrowind game.
I would like to tell this player to go wear 150 pounds of battle armour and then try to swim in a lake 30 metres deep. But he insists these are the rules... but he is the kind of player who always insists that reality does not belong in a role-playing game.
And I don't think they addressed it in 4.0E either.
James Jacobs Creative Director |
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...wrote stuff about sinking...
This is probably something best handled in the environmental section of the final book, I would guess, but also mentioned in the Swim skill. I'd like to see something simple like this:
Sinking: A non-buoyant object, an encumbered creature, or a creature wearing medium or heavy armor automatically sinks 30 feet per round if he fails to make a successful Swim check to remain afloat.
30 feet a round might be too much... but that's the general idea I'd probably champion for. Simple and easy to handle.
Seldriss |
Sinking: A non-buoyant object, an encumbered creature, or a creature wearing medium or heavy armor automatically sinks 30 feet per round if he fails to make a successful Swim check to remain afloat. 30 feet a round might be too much... but that's the general idea I'd probably champion for. Simple and easy to handle.
I would rather say 10 feet per round, and 1d6 points of drowning damage per round (Fortitude DC10 +5/10 feet).
(this reflects the old 1d6HP/10ft from falls)R_Chance |
You could vary the sinking rate by the load they have. 10 feet for light, 20 for medium, 30 per heavy or something similar. That pretty much takes care of the "who cares if I fail a swim check" bit -- if you go down faster than you can swim in a round it could be a problem...
IMO, I'd save the damage for when they can't hold their breath anymore. More fun that way :D
seekerofshadowlight |
You could vary the sinking rate by the load they have. 10 feet for light, 20 for medium, 30 per heavy or something similar. That pretty much takes care of the "who cares if I fail a swim check" bit -- if you go down faster than you can swim in a round it could be a problem...
IMO, I'd save the damage for when they can't hold their breath anymore. More fun that way :D
sink by level sounds real good.