
spectrevk |

I don't know of any rules for sinking. For most cases, the swim rules in the Core rulebook suffice. You make a swim check, and if you fail it by 5 or more, you're underwater. If you're underwater and you can't hold your breath anymore, you start making CON checks. If you fail a CON check, you're drowning.

MechE_ |

When this came up at our table, we used the character's encumbrance (light, medium, heavy load or light, medium heavy armor) to determine how quickly they sank. I think we did light load/light armor sank 1d6 x 5 feet per round, medium armor or encumbrance was 2d6 x 5 feet per round and heavy was either 3d6 or 4d6, I can't remember. Obviously, those "sinking rates" were on a failed swim checks.

Eridan |

@Vod Canockers
If you fail by 5 or more, you go underwater.
"Underwater" is a state that is not defined by RAW. This is the problem of the thread starter.
*Houserule alert*
You need a houserule in my opinion and the idea from MechE is something in the right way but a sinking speed of 1d6 x 5 feet per round compared with a swiming speed of basespeed/4 is to difficult.
I would use
- 1d6 feet per round for light load
- 2d6 feet .. medium load
- 3d6 feet .. heavy load
Armor already gives a penaly to the swiming checks and is part of your load. So no special penalties due to your armor.
If you want to sink/dive use the houserule but multiply the result with 2 (2d6*2 feet for medium load) but only in one direction .. down :)

MechE_ |

You need a houserule in my opinion and the idea from MechE is something in the right way but a sinking speed of 1d6 x 5 feet per round compared with a swiming speed of basespeed/4 is to difficult.
You're probably right, it may have been a bit harsh. Using load and excluding armor type might be a good way to go. If I recall right, we only instituded a dice roll if a swim check was failed by 5 or more. Also, instead of using 1d6 x 5 feet, you could always use 1d3 x 5 for a light load, 1d4 x 5 for a medium load and 1d6 x 5 for those under a heavy load. Then again, a dice roll may not be necessary, but we're playing a tabletop game and I like rolling dice so I try to go that direction whenver possible.

GM Jeff |
4 people marked this as a favorite. |

In the adventure Crypt of the Everflame (by Jason Bulmahn), there is a room filled with water with some pits.
The hazard says, "Creatures that step into the pit must make a DC 10 Swim check or immediately begin to sink into the dark water. Characters carrying a medium or light load sink 10 feet per failed check, while characters carrying a heavy load sink 20 feet per failed check."

![]() |

You will float unless you have items denser than water on you or breathe out completely (or have lungs full of water). Leather, paper and other animal/vegetable products are all about the same density as water so will not cause you to sink. Even if you have lungs full of water or have a tree/animal source item that has no air trapped in it at all - it will only sink very slowly (5ft/round - I experimented on this once).
In effect that means carrying mineral based items like gems, rocks and weapons/rods items are the things that will make you sink at any speed.

Quandary |
1 person marked this as a favorite. |

This topic seems like a prime topic for FAQ/Errata attention.
Please hit the FAQ on the top post, people.
Given the falling speed seems based on real-world data (reflected by 'casting while falling' limitation), real-world sinking data seems liable to use, thus ZomB's figures seem realistic. Sinking speed even more than falling speed needs FAQ/Errata because there isn't even an indirect reference (like 'casting while falling') in the rules.

Quandary |

There are also some related topics that need to get their FAQ button hit:
Falling Speed
Falling and order of events/movement limitations per turn/round

Blindmage |

In the adventure Crypt of the Everflame (by Jason Bulmahn), there is a room filled with water with some pits.
The hazard says, "Creatures that step into the pit must make a DC 10 Swim check or immediately begin to sink into the dark water. Characters carrying a medium or light load sink 10 feet per failed check, while characters carrying a heavy load sink 20 feet per failed check."
This is a great catch! The rate isn't over the top, I like it :)

Quandary |

BTW, to the FAQ/Errata topic should also be added how sinking is related, if at all, to Failing a Swim check.
As of now, failing a Swim check does not make you sink, you just 'go underwater',
which does not require actually moving any squares[cubes], and certainly once you are already are underwater
there is no implied movement from continuing to fail a Swim check...
I would rule that sinking distance happens 'just before your next turn', as I rule for falling distance, based on how '1 round duration' events resolve in the Init system.