
GM Tribute |

I'll do initiative--the server was down a bit. Refresher on underwater rules.
Anyone in the water needs to make a swim DC15 to swim. Failing by five means you sink, so DC11 swim technically means you can stay afloat. Anything less and you are holding your breath and will have difficulty attacking, but it should be possible.
Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.
Table: Combat Adjustments Underwater
Freedom of movement normal/normal normal/normal normal No
Has a swim speed –2/half normal normal No
Successful Swim check –2/half2 normal quarter or half3 No
Firm footing4 –2/half2 normal half No
None of the above –2/half2 –2/half normal Yes
1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
4 Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.
Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.
Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.

Bizzlemont Blacktop |

Guys, I apologies for my absence. It's been busy lately and doesn't seem to be letting up. I also have been finding less motivation for Bizzlemont through the adventure. I'm sad to give up the fiery little gnome, but I think it's best given that I haven't been able to keep up the pace lately. I hope everyone continues to enjoy Tribute's game and you guys soldier on with out Biz.

Terion Stoutheart |

Damn, you're leaving Bizzle? I am sorry to hear that.
Maybe you want to change characters, if Bizzlemont is really not being enjoyable? I know Tribute has been flexible about such stuff...
If on the other end these are RL constraints, then I surely understand how those can be a pain - that being said, if you are definitely leaving, it was a pleasure joining forces with the resilient gnome.
All the best.

Terion Stoutheart |

Well, I check the thread daily - sometimes I do not post because simply, and honestly, Terion has acted and commented already as much as he could for a certain situation. And of course, sometimes I am also busy.
The feeling I get is that we simply spend too much time waiting on some posts. I am not into tyranny, but it may be useful to set a minimum post rate - say one post per day - and work from there? Then people can decide on whether they are interested/can/want to keep up with the pace, and stay with the game or not.
I don't think a PbP will survive if it relies on the off chance that people will be usually available at the same time all at once to post in quick succession - but to have consistency and move forward there has to be at least some routine posting. Else, it simply loses momentum, and withers away.
No to be a douche, but people are either in or not - if in, they must commit somewhat. Of course without any extremism - RL is there and throws plans to hell frequently, but still...
Just my two cents.
EDIT: One more thing, I don't think the game should wait long for anyone - I've seen it happen a lot of times - if it conforms to those posting less, the more frequent posters also end up showing less and less frequently, and eventually everyone posts only sparsely.

Fornitado |

I'm kind of with Terion here. I usually can post daily (Work sometimes rears it's ugly head to prevent it), but if the posts are too slow, then I lose interest, and think "Well no hurry to post here, it won't be resolved this week".
Group dynamics are vital in PbP, and you sometimes don't have it, not due to GM or player inadequacy, just sometimes things don't jive. I'll stay active for a while, and see if things change, but that would be the exception.