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This isn't a big rule, but I think it is one that needs revising from 3.5. Currently, a PC can hold their breath for a number of rounds equal to their Con score before needing to make any checks. I personally think this is too long and make many water/inhaled poison challenges pretty meaningless when almost all PCs can hold their breath for 10 rounds if not 20, especially once higher level play is reached with stat boosting items.

Michael F |

This isn't a big rule, but I think it is one that needs revising from 3.5. Currently, a PC can hold their breath for a number of rounds equal to their Con score before needing to make any checks. I personally think this is too long and make many water/inhaled poison challenges pretty meaningless when almost all PCs can hold their breath for 10 rounds if not 20, especially once higher level play is reached with stat boosting items.
10 Con x 6 second rounds = 60 seconds.
Yeah, 60 seconds before making a check seems a bit generous. I doubt I could last that long just hanging out in the pool. But it's been a while since I timed myself. I've timed my kids, and the results are always hilarious. They pop up and ask how many minutes they were down, and the answer is always something like "17 seconds".
But the fact that the PC is potentially in a life threatening situation might give a bit of a boost to the time.
Maybe the number should be more like 1/2 Con in rounds before a check. So the average person starts checking in 5 rounds or 30 seconds, and studly folks can go 45-60 or more before checking.
If you tied the time on some multiple of your Con bonus, you would get more of a geometric curve, because a 10 con would get you nothing extra, and a higher and higher Con would get more and more impressive.

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Actually the correct rule is 2x Con in rounds with standard and full round actions ticking an extra round off that. This is in the DMG and supercedes the PHB Swimming rules on the Same.
My houserule takes it back to Con score in rounds with Standard and Full round actions ticking off an extra round when used for the very reasons you stated. 2xCon is utterly ridiculous while Con in rounds - 1 per standard/full round action taken makes underwater combat pretty perilous especially if there's no easy way out of it!

Vegepygmy |

Actually the correct rule is 2x Con in rounds with standard and full round actions ticking an extra round off that. This is in the DMG and supercedes the PHB Swimming rules on the Same.
Actually, the Player's Handbook is the primary source in this case, and takes precedence over the DMG.
When you find a disagreement between two D&D rules sources, unless an official errata file says otherwise, the primary source is correct... The Player’s Handbook, for example, gives all the rules for playing the game, for PC races, and the base class descriptions. If you find something on one of those topics from the Dungeon Master’s Guide or the Monster Manual that disagrees with the Player’s Handbook, you should assume the Player’s Handbook is the primary source. The Dungeon Master’s Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on.

ShadowChemosh |

For each full-round or standard action you take you lose one 1round. You can hold your breath for Conx2.
SRD Link Swim which matches whats in my DMG.
Conx2 has always worked really well for my games and I have run about a dozen different underwater encounters. If you remember to track the additional cost of standard and full-round actions PCs run out of breath pretty quickly. Especially if you remember turning a Standard Action into a Move action still counts as a Standard Action and causes you to lose an extra round.
Some very fun/freighting moments for my players has been when one PC was dragged under by a huge crocodile or a ghoul and the party now has a limited amount of time to save their fellow who struggles each round trying to get free.