Difference between revisions of "Cliff Diving (sage ability)"

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[[File:Cliff Diving (sage ability).jpg|right|560px|thumb]]
 
[[File:Cliff Diving (sage ability).jpg|right|560px|thumb]]
'''Cliff diving''' is an [[Knowledge Points|amateur]]-status ability which calls for leaping from an extraordinary height into deep water; it is only safely done from a good platform and with no more than 3 lbs. of clothing and equipment.  Every 3 lbs. or part thereof above this will increase [[Damage (hit points)|damage]] incurred by 1 [[Hit Points|hit point]].
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'''Cliff diving''' is an [[Knowledge Points|amateur]]-status ability that enables the character to leap safely from extraordinary heights into deep water.  A good platform is required and the character must strip so that no more than 3 lbs. of clothing and equipment is carriedFor every 3 lbs. more, or part thereof, the character will suffer +1 point of [[Damage (hit points)|damage]].
  
This sort of diving can be attempted by an unskilled character, though it's very dangerous; the highest safe jump for an unskilled diver is about 18 feetThose with the greatest knowledge can jump from heights up to 98 feet.
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High dives can be attempted by characters without the ability, though it can be very dangerous.  The highest safe jump for an unskilled character is aboout 18 ftFor those with sage-status, jumps up to 98 feet or more can be attempted.  Rules for unskilled divers can be found below.
  
== Unskilled Drops ==
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== Unskilled Divers ==
 
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:right; margin-left: 15px; background-color:#d4f2f2;"
|+Damage from Drop
+
|+Unskilled Damage
! Distance (ft.) !! Falls !! Jumping !! Jumping (enc.) !! Diving !! Diving (enc.)
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! Distance (ft.) !! Damage !!
 
|-
 
|-
| 11-20 || 1d6 || 1d3 || 1d4 || 1d4 || 1d6+1
+
| 5-8 || 1
 
|-
 
|-
| 21-30 || 2d6 || 1d6 || 2d4 || 2d4+1 || 3d4+2
+
| 8-13 || 1d4
 
|-
 
|-
| 31-40 || 4d6 || 2d6 || 3d6 || 4d6+1 || 6d6+3
+
| 14-18 || 1d6+1
 
|-
 
|-
| 41-50 || 7d6 || 4d6 || 6d6 || 8d6 || 11d6+4
+
| 19-27 || 3d4
 
|-
 
|-
| 51-60 || 11d6 || 7d6 || 10d6 || 13d6 || 16d6+5
+
| 28-34 || 4d6+1
 
|-
 
|-
| 61+ || 15d6 || 10d6 || 14d6 || 18d6 || 21d6+6
+
| 35-45 || 6d6+1
 +
|-
 +
| 46-55 || 8d6
 +
|-
 +
| 56-72 || 11d6
 +
|-
 +
| 73+ || 15d6
 
|}
 
|}
The table shown indicates the amount of damage an ''unskilled'' character receives from hitting a water surface from a given height (for other surfaces, see [[Falling]]).  ''Falls'' are unintentional plummets, in which the character is unprepared for the drop.  ''Jumping'' describes leaping feet-first; ''enc.'', or encumbered, indicates that the character is carrying enough equipment to lower their [[Action Points|action points]] by 1 point or more''Diving'' describes leaping head first, arms outstretched and hands held to break the water surface before entering.  No water-surface damage occurs for falls, jumps or dives of less than 10 ft.
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For most who have no skill in diving, it's safer to jump into water; there is less that can go wrong.  Diving describes leaping head first, arms outstretched and hands held together to break the water's surface before entering.  Unskilled persons often make the mistake of going into with their arms apart, their head at the wrong angle and their legs bent.  Because of their poor technique, even a dive of 5 feet can result in a light injury.  As the height increases, this lack of technique becomes crippling or deadly.  Still, as the table shown describes, most healthy player characters will survive in a jump up to 18 feet, even if a bad die is rolled.
  
As can be seen, attempts to dive become extremely dangerous when doing so without training and while encumbered.  It is always safer for unskilled characters to jump rather than dive.  Furthermore, the damage shown does not consider the water's depth; damage may be sustained from hitting a ledge beneath the surface or as landing on sharp rocks.  In such cases, the DM may choose to add extra dice to the damage or simply treat as an ordinary fall onto a hard surface.  The minimum safe depth of water for a jump should be 12 ft.; for a dive, at least 16 ft.
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== Skilled Divers ==
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The more knowledge points a character has, the more capable they become.
  
The amount of [[Knowledge Points|knowledge]] a character has provides the specific skills described below.
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=== 10 to 29 pts. (amateur) ===
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The character is able to accurately guess the water's depth with a successful [[Ability Checks|wisdom check]].  The minimum depth for a dive of 10 ft. is twelve feet of water.  One foot should be added to this for every 5 ft. above ten.  For example, a jump from a height of 25 ft. would require 13 ft. of water.  For every foot of depth lacking, count the damage as equal to a fall into water of ten feet.  Therefore, a jump of 25 ft. into 11 ft. of water would cause damage equal to a fall of 20 feet.
  
 
== Amateur ==
 
== Amateur ==
:*Enables the character to guess the depth of water with a [[Ability Checks|wisdom check]].  A successful roll allows the character to know if it is  safe or not; a failure only indicates that the character remains uncertain.
 
 
:*Ensures the diver is confident and focused in making the dive.  This will eliminate any possible damage for a jump or a dive from any height up to 30 ft., provided the character is unencumbered.  For all other jumps, the character halves the damage received.  For other dives up to 40 feet, reduce damage to 1/3rd normal.  Dives above 40 feet are not affected.
 
:*Ensures the diver is confident and focused in making the dive.  This will eliminate any possible damage for a jump or a dive from any height up to 30 ft., provided the character is unencumbered.  For all other jumps, the character halves the damage received.  For other dives up to 40 feet, reduce damage to 1/3rd normal.  Dives above 40 feet are not affected.
  
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== Sage ==
 
== Sage ==
 
:*Increases safe heights for unencumbered dives up to 100 ft.
 
:*Increases safe heights for unencumbered dives up to 100 ft.
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See [[Athletics (sage study)|Athletics]]
 
See [[Athletics (sage study)|Athletics]]

Revision as of 19:39, 25 September 2021

Cliff Diving (sage ability).jpg

Cliff diving is an amateur-status ability that enables the character to leap safely from extraordinary heights into deep water. A good platform is required and the character must strip so that no more than 3 lbs. of clothing and equipment is carried. For every 3 lbs. more, or part thereof, the character will suffer +1 point of damage.

High dives can be attempted by characters without the ability, though it can be very dangerous. The highest safe jump for an unskilled character is aboout 18 ft. For those with sage-status, jumps up to 98 feet or more can be attempted. Rules for unskilled divers can be found below.

Unskilled Divers

Unskilled Damage
Distance (ft.) Damage
5-8 1
8-13 1d4
14-18 1d6+1
19-27 3d4
28-34 4d6+1
35-45 6d6+1
46-55 8d6
56-72 11d6
73+ 15d6

For most who have no skill in diving, it's safer to jump into water; there is less that can go wrong. Diving describes leaping head first, arms outstretched and hands held together to break the water's surface before entering. Unskilled persons often make the mistake of going into with their arms apart, their head at the wrong angle and their legs bent. Because of their poor technique, even a dive of 5 feet can result in a light injury. As the height increases, this lack of technique becomes crippling or deadly. Still, as the table shown describes, most healthy player characters will survive in a jump up to 18 feet, even if a bad die is rolled.

Skilled Divers

The more knowledge points a character has, the more capable they become.

10 to 29 pts. (amateur)

The character is able to accurately guess the water's depth with a successful wisdom check. The minimum depth for a dive of 10 ft. is twelve feet of water. One foot should be added to this for every 5 ft. above ten. For example, a jump from a height of 25 ft. would require 13 ft. of water. For every foot of depth lacking, count the damage as equal to a fall into water of ten feet. Therefore, a jump of 25 ft. into 11 ft. of water would cause damage equal to a fall of 20 feet.

Amateur

  • Ensures the diver is confident and focused in making the dive. This will eliminate any possible damage for a jump or a dive from any height up to 30 ft., provided the character is unencumbered. For all other jumps, the character halves the damage received. For other dives up to 40 feet, reduce damage to 1/3rd normal. Dives above 40 feet are not affected.

Authority

  • The character no longer needs to make an ability check to determine if the depth of water is safe.
  • Eliminates any possible damage for an unencumbered jump or a dive from any height up to 40 ft. For all other jumps, the character reduces damage to 1/3rd normal. For other dives up to 60 feet, reduce damage to 1/4 normal.

Expert

  • Increases safe heights for unencumbered dives up to 60 ft.

Sage

  • Increases safe heights for unencumbered dives up to 100 ft.




See Athletics