| Jeraa |
We were playing and this came up. I couldn't find a rule for it. if I cast create water and make a smooth floor all wet, are there any rules for slipping on it? I attempted this because I slipped on a smooth floor earlier in the week and messed up my knee.
DC 2 Acrobatics check, with movement at half speed. Base DC is 0 for being more than 3 feet wide (5' square), +2 for being slightly slippery (being wet is the listed example). However, as the area is large enough no check is needed according to the Acrobatics skill.
There is a +5 DC modifier for moving at full speed on a narrow surface, but no indication on just how arrow a surface needs to be for that it to qualify.
Diego Rossi
|
There isn't a hard rule.
It is all about the kind of location in which you are and and the GM interpretation of how difficult it would be to move on the wet floor.
Smooth marble floor with a veil of water? The wet area could count as difficult terrain that can be avoided with an acrobatic check, like Jeraa said.
Typical flagstone floor? Not a problem.
Worn flagstone floor with enough water that it create puddles? Again it can be difficult terrain that require a easy acrobatic check.
It all depend on the GM.
| Milo v3 |
Why would it be half speed? Cause I was trying to find that rule too. Does making it slightly wet constitute difficult terrain?It says it in acrobatics:
A successful check allows you to move at half speed across such surfaces—only one check is needed per round.
But the rules also say that as it is greater than 3 feet, the base DC is not only 0, but that the modifiers to the DC must be at least 10 to warrant a check. The modifiers are only +2 from slipperiness, so there is no check and people can walk across it with no issue.