Swimming, Sinking and Drowning in AD&D 2E
Posted: Sun May 18, 2014 6:42 pm
So I have been brushing the rust off of my 2E AD&D rules knowledge in preparation for our eventual return to the AD&D campaign on Roll 20.
I've also selected a module to run, and have been studying it and making notes to myself to ensure things run smoothly when the time comes to play. One rule that has come up is the ability for characters to hold their breath, and there's a "GM discretion" question that I've decided to put before the group to get some thoughts.
First, a quick tutorial on how characters holding their breath works.
If a character goes underwater, they can hold their breath for a number of rounds equal to their Constitution/3. (round up) That's assuming no strenuous activity and they had a chance to take a breath before immersion. This time is cut in half if they did not have a chance to take a deep breath first. This time is also cut in half if they're performing strenuous activity. So a character who is pulled under by surprise, and is fighting, would be able to hold his/her breath for Constitution/12 rounds. (So 2 rounds for those with above average Con).
Obviously, activity like swimming or fighting would be exertions that would cut time.
Once that time has elapsed, the character makes a Constitution check each round, with a cumulative -2 penalty. Failure means the character has drowned.
Also, characters in metal armor cannot swim. Period. They sink like a stone. (Yes, that includes magical armor.) Chain mail armor takes 1 round to remove, and plate mail (or heavier) can be removed in 1d4+1 rounds (cut that time in half if the character is willing to quickly cut straps and tear buckles to get it off quick.)
And now the question: Would removing armor in a hurry count as an exertion? My thinking is that yes, it does. The problem is that a character wearing plate mail, who was surprised to be thrown in, and is struggling to get their armor off can hold their breath for only 2 rounds and then are suddenly making Constitution checks or die.
I can see this becoming an argument. I don't want an argument.
So what do you guys think? It seems to me a body of deep water is quite a severe threat to a character with plate armor and no other means of underwater breathing. You could literally be dead in 3 rounds if you fall in... and it can take as many as 5 rounds to get that armor off. (3 if you're willing to sacrifice the suit itself.) It's very easy to imagine a character struggling to shed their heavy armor is exerting himself quite intensely, and thus the additional cut to their time is justified. (Honestly, we're only talking about the difference of a single round at most if the character was caught by surprise... but still. Nobody wants their character to be in such helpless peril.)
I'm not looking to modify the rules, just interested in other people's opinions on the matter. As it stands now, in a game I intend to rule it an exertion to shed armor quickly.
I've also selected a module to run, and have been studying it and making notes to myself to ensure things run smoothly when the time comes to play. One rule that has come up is the ability for characters to hold their breath, and there's a "GM discretion" question that I've decided to put before the group to get some thoughts.
First, a quick tutorial on how characters holding their breath works.
If a character goes underwater, they can hold their breath for a number of rounds equal to their Constitution/3. (round up) That's assuming no strenuous activity and they had a chance to take a breath before immersion. This time is cut in half if they did not have a chance to take a deep breath first. This time is also cut in half if they're performing strenuous activity. So a character who is pulled under by surprise, and is fighting, would be able to hold his/her breath for Constitution/12 rounds. (So 2 rounds for those with above average Con).
Obviously, activity like swimming or fighting would be exertions that would cut time.
Once that time has elapsed, the character makes a Constitution check each round, with a cumulative -2 penalty. Failure means the character has drowned.
Also, characters in metal armor cannot swim. Period. They sink like a stone. (Yes, that includes magical armor.) Chain mail armor takes 1 round to remove, and plate mail (or heavier) can be removed in 1d4+1 rounds (cut that time in half if the character is willing to quickly cut straps and tear buckles to get it off quick.)
And now the question: Would removing armor in a hurry count as an exertion? My thinking is that yes, it does. The problem is that a character wearing plate mail, who was surprised to be thrown in, and is struggling to get their armor off can hold their breath for only 2 rounds and then are suddenly making Constitution checks or die.
I can see this becoming an argument. I don't want an argument.
So what do you guys think? It seems to me a body of deep water is quite a severe threat to a character with plate armor and no other means of underwater breathing. You could literally be dead in 3 rounds if you fall in... and it can take as many as 5 rounds to get that armor off. (3 if you're willing to sacrifice the suit itself.) It's very easy to imagine a character struggling to shed their heavy armor is exerting himself quite intensely, and thus the additional cut to their time is justified. (Honestly, we're only talking about the difference of a single round at most if the character was caught by surprise... but still. Nobody wants their character to be in such helpless peril.)
I'm not looking to modify the rules, just interested in other people's opinions on the matter. As it stands now, in a game I intend to rule it an exertion to shed armor quickly.