Difference between revisions of "Swimming (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(17 intermediate revisions by the same user not shown)
Line 7: Line 7:
  
 
== Techniques and Sustainability ==
 
== Techniques and Sustainability ==
A character's survival hinges on the duration they can maintain a specific activity.  Even the weakest swimmers can "thrash," which can be sustained for '''4 rounds per knowledge point'''.  Thus a character with 1 point of knowledge could slap their hands on the water's surface for three-quarters of a minute before sinking — giving at least a little time so that he or she can be saved.  Those with 3 knowledge points can actually cover a meaningful distance before losing their strength to continue.
+
A character's survival hinges on the duration they can maintain a specific activity.  Even the weakest swimmers can "thrash," which can be sustained for '''4 [[Combat Round|rounds]] per knowledge point'''.  Thus a character with 1 point of knowledge could slap their hands on the water's surface for three-quarters of a minute before sinking — giving at least a little time so that he or she can be saved.  Those with 3 knowledge points can actually cover a meaningful distance before losing their strength to continue.
  
 
Swimmers with 4-9 points of knowledge can paddle with more proficiency, actually covering a meaningful distance by '''dog paddling,''' a slow yet straightforward swimming technique.  The swimmer moves their arms and legs simultaneously in a treading motion.  This enables the swimmer to keep his or her head above water, with the body remaining somewhat upright.  This permits steady breathing and doesn't require the timed coordination seen in other swimming styles.
 
Swimmers with 4-9 points of knowledge can paddle with more proficiency, actually covering a meaningful distance by '''dog paddling,''' a slow yet straightforward swimming technique.  The swimmer moves their arms and legs simultaneously in a treading motion.  This enables the swimmer to keep his or her head above water, with the body remaining somewhat upright.  This permits steady breathing and doesn't require the timed coordination seen in other swimming styles.
Line 19: Line 19:
 
! rowspan="2"|Knowledge !! colspan="4"|Hexes per action point
 
! rowspan="2"|Knowledge !! colspan="4"|Hexes per action point
 
|-
 
|-
! Thrashing !! Paddling !! Stroking !! Racing
+
! style="width: 60px|Thrashing !! style="width: 60px|Paddling !! style="width: 60px|Stroking !! style="width: 60px|Racing
 
|-
 
|-
| 1-3 || 1.2 || colspan="3"|unable
+
| 1-3 || 0.4 || colspan="3"|unable
 
|-
 
|-
| 4-9 || — || 2 || colspan="3"|unable
+
| 4-9 || — || 1.6 || colspan="3"|unable
 
|-
 
|-
| 10-15 || — || 2.4 || 3.6 || 5.4
+
| 10-15 || — || 1.8 || 2.7 || 3.5
 
|-
 
|-
| 16-29 || — || 2.8 || 4.1 || 6.2
+
| 16-29 || — || 1.9 || 3.5 || 5.3
 +
|-
 +
| 30-43 || — || 2.0 || 4.3 || 6.9
 +
|-
 +
| 44-57 || — || 2.1 || 5.1 || 8.3
 +
|-
 +
| 58-71 || — || 2.1 || 5.1 || 9.5
 +
|-
 +
| 72-85 || — || 2.2 || 5.1 || 10.5
 +
|-
 +
| 86 or more || — || 2.2 || 5.9 || 11.3
 
|}
 
|}
  
 
== Distance Travelled ==
 
== Distance Travelled ==
The effect of these swimming styles on the progress is shown on the provided table.  The maximumm number of [[Combat Hex|combat hexes]] that characters can traverse using a specific style is given as a number per action point
+
The effect of these swimming styles on the progress is shown on the provided table.  The maximumm number of [[Combat Hex|combat hexes]] that characters can traverse using a specific style is given as a number per [[Action Points|action point]] (AP).  This calculation works much like the character's [[Movement (stride)|stride]], except that the character is swimming.
  
 +
For example, Jeremy is an unskilled swimmer with just 2 points of knowledge, who has fallen into deep water.  Unable to do anything except thrash, he can nonetheless travel 0.4 x his AP — 5 AP if he's [[Encumbrance|unencumbered]] — or 2 hexes per round.  Since Jeremy can flail along this way for 8 total rounds (see above), he might save himself if he can find a solid footing within 16 hexes, or 80 feet.  As a round is 12 seconds, others have a little over a minute and a half to catch him before he sinks, and at least a little more time after that if they can find him [[Drowning|below the surface]].
  
 +
More able swimmers can achieve effective distances when swimming, up to 34 hexes per round, just less than 3¼ miles an hour.  This is somewhat shy of speeds that modern swimmers can perform, but in a medieval world, without enhanced training, medical support or specialised clothing, these numbers are impressive.
  
 +
When racing, characters expend their stamina at double the usual rate. Therefore, while a character with 40 points in swimming can maintain the stroke for 160 rounds without resting, each round of racing deducts two rounds from this maximum limit.
  
 +
== Resting & Exhaustion ==
 +
When swimmers exhaust their endurance, they need to rest. If they can find solid ground or a floating object to hold onto, they can recuperate by resting for 5 minutes, or 25 rounds.  During this recovery period, they must remain stationary and cannot resume swimming until they've completed the entire duration of rest.  Once rejuvenated, swimmers can proceed — however, their effective knowledge points for determining endurance in the next segment of swimming is reduced by 20%.  After a second break is taken, the knowledge points are against reduced by 20% of the character's previously adjusted total.
  
Distance traversed by swimming depends on the amount of knowledge the character has, compared to the [[Action Points|action point]] (AP) cost to travel from one [[Combat Hex|combat hex]] to another, each hex being 5 feet in diameterThis calculation works much like the character's [[Movement (stride)|stride]], except that the character is swimming.
+
: For example, Toby has 5 AP and 32 knowledge points as a swimmer when he begins the first leg of his swimming effort.  He stroke-swims at a speed of 5 x 4.3 = 21.5 hexes per round for 128 rounds before he reaches the limit of his exhaustion (a distance of 2,752 hexes, or 2.61 miles).  At this point, he happens to find a rock to rest upon.  Thereafter he sets out again, with his "knowledge" reduced to 25.6; not only does this reduce the number of rounds he can swim to 102, it also reduces the speed he swims at to "3.5" per APWhen he rests again, his adjusted knowledge of 25.6 is reduced to just 20.48.  And so it goes until Toby is completely exhausted.
  
 +
=== Recovery ===
 +
Once '''complete exhaustion''' occurs, sage and expert-status characters (60+ knowledge points) can regain each reduction to their swimming ability after a full hour's rest.  Thus such persons reduced to 0.8 x 0.8 of their knowledge would require two hours to become fully restored.
  
 +
Authority-status characters (30+ points) require 3 hours of rest for each reduction.  Amateur characters, once exhausted, must wait 6 hours for each reduction; if swimming again that day until needing a rest, they're considered to be completely exhausted again at that point.
  
Three paces of surface swimming are possible for those who have attained an amateur ability: paddling, stroking and racingAs the table shows, the AP cost for each improves as the swimmer gains knowledge; an improved AP cost means more distance covered by the swimmer in the same amount of time, 1 [[Combat Round|combat round]].
+
=== Nowhere to Rest ===
 +
Characters who cannot find a place to rest once their endurance is spent must depend on being rescued somehow before succumbing to their tiredness and drowning.  By saving up available rounds of swimming, a character can use each round to '''tread water''' for five full rounds (1 minute)For example, Toby can initially swim for 128 rounds before needing to rest; if he discovered there would be no place to rest ahead of him, he could stop after expending 110 rounds; that would leave him 18 more to tread water, which he could then do for 18 minutes before running out of energy and sinking below the surface to drown.
  
:'''For example''', a amateur swimmer with 5 AP and 20 knowledge can race at a speed of 6⅔ hexes per round (¾ AP per hex) when swimming; that same swimmer could maintain a stroking pace (1¼ AP per hex) of 4 hexes.
+
It's therefore very important that a character makes an accurate judgement of the distance they intend to swim.  It's also well to let others know where they might locate the character, in case the distance is too great.  Treading water increases the chances of being found by a stranger, or encountering floating debris, which would suffice as a "place to rest."  By treading water and looking about, the character might be able to find such, whereas while swimming a log or piece of wreckage would have passed unseen.
  
 +
=== Drownproofing ===
 +
D&D characters cannot "drownproof," as the practice wasn't invented or introduced until 1940.  A DM may wish to include this in "special knowledge," and if so, the technique can increase the character's survival by three times that of treading water (1 round of duration = 3 minutes of drownproofing).  A drownproofing character is nearly invisible in the water, however, so its important for characters to spend 1 in every 3 duration rounds lifting up and treading water, to look around and present a more easily found silhouette in the water.
  
 +
== Encumbered Penalty ==
 +
When swimming, it's important that characters possess complete freedom of movement, particularly regarding one's hands and feet.  Any equipment or clothing that a character wears '''counts as double-weight''' for the purpose of calculating the character's [[Encumbrance|encumbrance]], greatly reducing what distance they can swim according to the number of hexes per action point, as described above.
  
==== Resting & Exhaustion ====
+
If a character's adjusted encumbrance outstrips all their AP, such as might happen if a character falls into the water in armour, then the character is considered utterly helpless — without a single AP, they haven't any movement even to shake off their gear without the help of another personThus, drowning is the inevitable result.
Once reaching the end of their endurance, swimmers must rest.  If they are able to support themselves on something solid, or a floating object, they may restore themselves by resting 5 minutes (25 rounds).  During this time, they cannot let go and continue swimming until the entire resting period has been fulfilled.  Having rested, swimmers are able to count their endurance restored, so they may continue on — however, their knowledge points are considered halved in calculating this next swimming "leg." After a second rest, the swimmer's knowledge is quartered.
 
  
:'''For example''', Toby has 24 knowledge points as a swimmer when he begins the first leg of his swimming effortHe swims at a speed of 4 hexes per round for 240 rounds, covering 960 hexes, whereupon he happens to reach a boat he can hold onto.  He rests and then continues on, with his 24 knowledge counting as 12; again he swims at 4 hexes/round for 120 rounds, whereupon he catches hold of another boat, 480 hexes onHe rests again, then determinedly sets off, now with his knowledge counting as 6With his third leg, he covers only 240 hexes; with a fourth leg, he could do no better than 120.  And so it goes until Toby is completely exhausted.
+
== Currents ==
 +
Currents such as those found in [[River Current|rivers]] and large bodies of water, including [[Rip Tide|rip tides]], have their own effects upon swimming and must be taken into account when calculating the swimmer's vector across a water's surfaceIn any case, the speed of the river or current must be known to the dungeon master, as very fast water — upwards of 120 ft. per round can overwhelm swimmers and put them at the mercy of the water's flowIn the case of a rip tide, a swimmer can be pushed so far out to sea that they haven't the endurance to reach shoreFor these reasons, swimming in any current is very dangerous.
  
Once complete exhaustion has occurred, the character must emerge completely from the water and wait one full hour — whereupon he or she can begin the process again, starting from half-knowledge pointsCharacters with amateur swimming must stop swimming for the day when they are completely exhausted for the second time.  Only six hours of sleep can restore them again.
+
=== Rivers ===
 +
The danger posed by river currents is influenced by various factors, including the depth of the water, the presence of underwater obstructions, and the individual's swimming abilityA guideline for dangerous river currents is as follows:
  
If a character reaches a place where they must rest, and no rest is available, they '''drown'''.
+
: '''Moderate flow''' (1.6 to 4.9 ft/s).  Those swimmers without proper experience can start to face difficulties in these currents.  To maintain one's equilibrium, a percentage die is rolled each round against the character's swimming knowledge multiplied by three.  Thus characters with more than 34 points of knowledge never need worry about these currents.
  
==== Treading Water ====
+
: '''Hazardous flow''' (4.9 to 7.5 ft/s).  Currents of this speed can easily overpower a swimmer, making self-rescue challenging for all but the most ableThe force of water allows less reaction time, while higher turbulence increases the chance of submersion or encountering obstacles and debrisA percentage die must be rolled against the character's knowledge as isToby, in the example above, would have a 32% chance of maintaining his equilibrium each round.
At any time, amateur swimmers may tread water for 20 rounds per knowledge ptThis does not count as "rest!"  Treading water allows the character to take stock of their position or wait for aid, should it be availableShould a character not know where he or she will rest when they reach exhaustion, it's well for them to hold back some energy for treading water, in case they're able to see a place to rest that was previously hidden by waves or distanceRemember that a "place to rest" can include floating debris, which might be all around the character but invisible while actually swimming.
 
  
Amateur characters cannot "drownproof." They have never been taught to do so, and it's worth remembering that the practice did not exist historically until 1940However, characters with better swimming skills do possess this skill.
+
: '''Raging flow''' (7.6 ft/s or greater).  This flow is very dangerous, typically found in fast-moving choked passages of rivers, especially after a heavy rainfallCurrents of this speed can rapidly sweep aways people, animals and even buildings.  A percentage die must be rolled against the character's knowledge, with a penalty of -25% against the totalToby's chance would be reduced to 24%.
  
== Background ==
+
Characters failing their knowledge check are caught and dragged over rocks or the stream's bed, putting a strain on the character's lungs.  This results in damage: 1d4 for a moderate flow, 2d4+1 for a hazardous flow and 3d4+2 for a raging flow.
Unless a character possesses a certain background or the sage ability, they cannot swim at allBackgrounds are determined by the [[Character Background Generator|character background generator]], which could indicate the character was raised by [[Fisherfolk (profession)|fisherfolk]], [[Sailor (profession)|sailors]], [[Boater (profession)|boaters]], [[Explorer (profession)|explorers]], [[Shipwright (profession)|shipwrights]] or [[Buccaneer (profession)|buccaneers]].  Those raised by [[Pirate (profession)|pirates]] often cannot swim, as most who become pirates receive no training as such.
+
 
 +
Each round the character can attempt to re-establish their equilibrium and avoid taking damage, with the same chance of successIf this is done successfully, the character can attempt to find succor in some outjutting rock or ledge, or hanging branch of a tree, if they make a successful [[Dexterity (ability stat)|dexterity check]] (with a -4 penalty).
  
== Encumbrance ==
+
== Seas and Oceans ==
When swimming, so long as a character's arms and legs possess complete freedom of movement, and the hands and feet are bare, [[Encumbrance|encumbrance]] may be pressed to just shy of losing 1 point of AP without affecting the character's ability to swimHowever, if the character loses 1 AP due to encumbrance, then he or she counts a loss of 2 AP towards their ability to swimA second point of AP due to encumbrance counts as a loss of 4 AP in swimming.  Thus, if a character needed 2½ AP to swim a single hex, he or she would be unable to do so, even while paddling.
+
In general, these offer dangers only in cases if a character is attempting to cross a swamped [[Coral Reefs (range)|coral reef]] or with fast currents moving outwards from the shoreThe former should be treated as a hazardous flow, and the latter as a moderate flowAlso in the case of the latter current, no damage should result, but a failed knowledge-roll would greatly alter the character's location with respect to the shore, either along it or outward into the sea.  The DM should be aware of any currents near the ocean, remembering that characters with [[Beachcomber (sage study)|beachcomber]] knowledge can identify these currents when they exist.
  
Normally, characters with 5 AP due to encumbrance will float; but the loss of a single AP causes the character to sink, so that much of the character's effort is required to remain on the water's surfaceA character lacking 1 AP due to encumbrance cannot tread water at all.
+
== Winds ==
 +
[[File:Beaufortscale.png|right|525px|thumb|Note wind forces of 3 or greater]]
 +
The effects of wind upon swimming act to reduce the character's intended movementTaking note of the image shown, the effects of wind equal to "force-4" (F4) are as follows:
  
If the character can [[Water Breathing (spell)|breath water]], whether as a spell or an ability, then it may be possible for an encumbered character to sink to the bottom and move along, without fear of drowning.
+
: '''F4.'''  A moderate breeze creates small waves, with fairly frequent white horses.  Overall, the character's actions are reduced by ½ point in calculating swimming movement.
  
== Currents & Wind ==
+
: '''F5.''' A fresh breeze creates moderate waves, with long strands of foam and many white horsesCharacters may dog paddle but stroke-swimming or racing is impractical; the character's actions are reduced by 1½ points overall.
Natural currents and wind have their own affects on swimming, making it difficult for swimmers to maintain their equilibrium or keep on course.   
 
==== Currents ====
 
Rivers can flow at speeds up to 120 ft. per round, whereas rip tides in the ocean can move up to 96 ft. in the same time periodWhen swimming in currents that move faster than the swimmer, there is a high risk of the swimmer being overpowered by the water.  If this happens, a swimmer can be dragged into whitewater that makes it impossible to reach the surface, or thrown against rocks and ledges in and along the river bed.  With a rip tide, the swimmer can be put so far out to sea that it's impossible to swim back.  This is why swimming in any current faster than 12 ft. per round is very dangerous.
 
  
Remember to take into account the movement of the current when calculating the swimmer's vector across a water's surface. Once a swimmer has been overpowered, they can be saved only by outside assistance or by chance.  Generally, allow a 1 in 6 possibility each round that the swimmer chances to grasp a rock or some other surface that allows them to arrest their downward passage.  Each failed roll causes 4-10 damage from being pummeled upon the stream's bed or strain on the character's lungs. Even if purchase is somehow found, the overpowered swimmer must be saved by outside means, since he or she will be too weak, cold and wet to climb out with their own strength (no matter how strong they are!)If they are not saved, sooner or later their grip will falter and they'll be dragged through the river again, sure enough to die eventually.
+
: '''F6.''' A strong breeze produces large waves, with white foam crests more extensive everywhereSwimming is disallowed altogether, though it's still possible to tread water — though each minute of doing so costs two endurance-rounds to tread water for one minute.
  
A 1 in 10 chance of the character being thrown on to a tiny [[Beach|beach]] or a rock [[Bench|bench]], where they can rest or lay without straining themselves, is a reasonable possibilityThe DM can increase this chance, but a happenstance like this is probably more of a 1 in 100 chance rather than 1 in 10.
+
: '''F7.'''  A near gale causes the sea to heap up, while white foam from the waves blows in streaks along the windThose caught in the water in a near gale without some physical means of staying afloat can survive for only 1 minute per 10 endurance-rounds they have remaining.
  
==== Winds ====
+
Any force of wind of F8 or greater will certainly drown any character in 1-2 rounds.
[[File:Beaufortscale.png|right|525px|thumb|Note wind forces of 3 or greater]]
+
 
Similarly, winds that blow faster than 8-12 miles per hour (F-3) create large wavelets, as crests break on the surface.  This adds an additional a movement cost of +½ AP when swimming.  With greater force (F-4), frequent white horses occur, with a movement cost of +1 AP.  As a fresh breeze takes hold (F-5), anything beyond paddling is impractical, while a strong breeze (F-6) disallows any swimming at all, though it's still possible to tread waterAn F-7 wind, a near gale, makes even this impossible.  Those caught in the water in a near gale without some physical means of staying afloat will drown within 2-5 rounds.
+
== Progenitor Backgrounds ==
 +
Unless a character possesses a certain background or the sage ability, they cannot swim at all.  Backgrounds are determined by the [[Character Background Generator|character background generator]], which could indicate the character was raised by [[Fisherfolk (profession)|fisherfolk]], [[Sailor (profession)|sailors]], [[Boater (profession)|boaters]], [[Explorer (profession)|explorers]], [[Shipwright (profession)|shipwrights]] or [[Buccaneer (profession)|buccaneers]]Those raised by [[Pirate (profession)|pirates]] often cannot swim, as most who become pirates receive no training as such.
  
  
Line 98: Line 122:
 
</div>
 
</div>
  
[[Category: Sage Abilities]]
+
[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 04:35, 27 January 2024

Swimming (sage ability).jpg

Swimming is an unskilled and amateur-status sage ability in the sage studies of Athletics, Beachcomber, Oceanography and Sea Life, that can be performed with a minimum of 1 knowledge point. It's not uncommon for characters to lack swimming skills, but the importance of the activity in some circumstances requires that a clear division is drawn between "able to thrash around to some degree" and actual competency be established.

Characters with less than 10 points of knowledge in the ability are considered "unskilled." Those with absolutely no proficiency (knowledge: 0), when in sufficiently deep water, are certain to drown. As described below, a swimmer with just 1 point of knowledge is able, at least, to keep themselves from sinking immediately.

Characters with 10 points more are considered "skilled."

Techniques and Sustainability

A character's survival hinges on the duration they can maintain a specific activity. Even the weakest swimmers can "thrash," which can be sustained for 4 rounds per knowledge point. Thus a character with 1 point of knowledge could slap their hands on the water's surface for three-quarters of a minute before sinking — giving at least a little time so that he or she can be saved. Those with 3 knowledge points can actually cover a meaningful distance before losing their strength to continue.

Swimmers with 4-9 points of knowledge can paddle with more proficiency, actually covering a meaningful distance by dog paddling, a slow yet straightforward swimming technique. The swimmer moves their arms and legs simultaneously in a treading motion. This enables the swimmer to keep his or her head above water, with the body remaining somewhat upright. This permits steady breathing and doesn't require the timed coordination seen in other swimming styles.

With amateur knowledge, the character masters the ability to Stroke or Race in a freestyle movement. One arm pulls underwater from an extended position in front of the swimmer's side, while the other arm recovers above water, swinging forward. The swimmer turns their head to one side during the arm's recovery to take a breath, and then rotates it back into the water during the pull. Effectively, when stroke-swimming, the swimmer cannot "see" ahead, not without stopping to bob for a moment to obtain his or her bearings, before beginning to stroke again.

When racing, the swimmer increases the stroke rate, maintaining a more streamlined body position to reduce drag. The swimmer opts for fewer breaths to maintain this position and a faster tempo. A strong racer might breathe only every five or even seven strokes.

Knowledge Hexes per action point
Thrashing Paddling Stroking Racing
1-3 0.4 unable
4-9 1.6 unable
10-15 1.8 2.7 3.5
16-29 1.9 3.5 5.3
30-43 2.0 4.3 6.9
44-57 2.1 5.1 8.3
58-71 2.1 5.1 9.5
72-85 2.2 5.1 10.5
86 or more 2.2 5.9 11.3

Distance Travelled

The effect of these swimming styles on the progress is shown on the provided table. The maximumm number of combat hexes that characters can traverse using a specific style is given as a number per action point (AP). This calculation works much like the character's stride, except that the character is swimming.

For example, Jeremy is an unskilled swimmer with just 2 points of knowledge, who has fallen into deep water. Unable to do anything except thrash, he can nonetheless travel 0.4 x his AP — 5 AP if he's unencumbered — or 2 hexes per round. Since Jeremy can flail along this way for 8 total rounds (see above), he might save himself if he can find a solid footing within 16 hexes, or 80 feet. As a round is 12 seconds, others have a little over a minute and a half to catch him before he sinks, and at least a little more time after that if they can find him below the surface.

More able swimmers can achieve effective distances when swimming, up to 34 hexes per round, just less than 3¼ miles an hour. This is somewhat shy of speeds that modern swimmers can perform, but in a medieval world, without enhanced training, medical support or specialised clothing, these numbers are impressive.

When racing, characters expend their stamina at double the usual rate. Therefore, while a character with 40 points in swimming can maintain the stroke for 160 rounds without resting, each round of racing deducts two rounds from this maximum limit.

Resting & Exhaustion

When swimmers exhaust their endurance, they need to rest. If they can find solid ground or a floating object to hold onto, they can recuperate by resting for 5 minutes, or 25 rounds. During this recovery period, they must remain stationary and cannot resume swimming until they've completed the entire duration of rest. Once rejuvenated, swimmers can proceed — however, their effective knowledge points for determining endurance in the next segment of swimming is reduced by 20%. After a second break is taken, the knowledge points are against reduced by 20% of the character's previously adjusted total.

For example, Toby has 5 AP and 32 knowledge points as a swimmer when he begins the first leg of his swimming effort. He stroke-swims at a speed of 5 x 4.3 = 21.5 hexes per round for 128 rounds before he reaches the limit of his exhaustion (a distance of 2,752 hexes, or 2.61 miles). At this point, he happens to find a rock to rest upon. Thereafter he sets out again, with his "knowledge" reduced to 25.6; not only does this reduce the number of rounds he can swim to 102, it also reduces the speed he swims at to "3.5" per AP. When he rests again, his adjusted knowledge of 25.6 is reduced to just 20.48. And so it goes until Toby is completely exhausted.

Recovery

Once complete exhaustion occurs, sage and expert-status characters (60+ knowledge points) can regain each reduction to their swimming ability after a full hour's rest. Thus such persons reduced to 0.8 x 0.8 of their knowledge would require two hours to become fully restored.

Authority-status characters (30+ points) require 3 hours of rest for each reduction. Amateur characters, once exhausted, must wait 6 hours for each reduction; if swimming again that day until needing a rest, they're considered to be completely exhausted again at that point.

Nowhere to Rest

Characters who cannot find a place to rest once their endurance is spent must depend on being rescued somehow before succumbing to their tiredness and drowning. By saving up available rounds of swimming, a character can use each round to tread water for five full rounds (1 minute). For example, Toby can initially swim for 128 rounds before needing to rest; if he discovered there would be no place to rest ahead of him, he could stop after expending 110 rounds; that would leave him 18 more to tread water, which he could then do for 18 minutes before running out of energy and sinking below the surface to drown.

It's therefore very important that a character makes an accurate judgement of the distance they intend to swim. It's also well to let others know where they might locate the character, in case the distance is too great. Treading water increases the chances of being found by a stranger, or encountering floating debris, which would suffice as a "place to rest." By treading water and looking about, the character might be able to find such, whereas while swimming a log or piece of wreckage would have passed unseen.

Drownproofing

D&D characters cannot "drownproof," as the practice wasn't invented or introduced until 1940. A DM may wish to include this in "special knowledge," and if so, the technique can increase the character's survival by three times that of treading water (1 round of duration = 3 minutes of drownproofing). A drownproofing character is nearly invisible in the water, however, so its important for characters to spend 1 in every 3 duration rounds lifting up and treading water, to look around and present a more easily found silhouette in the water.

Encumbered Penalty

When swimming, it's important that characters possess complete freedom of movement, particularly regarding one's hands and feet. Any equipment or clothing that a character wears counts as double-weight for the purpose of calculating the character's encumbrance, greatly reducing what distance they can swim according to the number of hexes per action point, as described above.

If a character's adjusted encumbrance outstrips all their AP, such as might happen if a character falls into the water in armour, then the character is considered utterly helpless — without a single AP, they haven't any movement even to shake off their gear without the help of another person. Thus, drowning is the inevitable result.

Currents

Currents such as those found in rivers and large bodies of water, including rip tides, have their own effects upon swimming and must be taken into account when calculating the swimmer's vector across a water's surface. In any case, the speed of the river or current must be known to the dungeon master, as very fast water — upwards of 120 ft. per round — can overwhelm swimmers and put them at the mercy of the water's flow. In the case of a rip tide, a swimmer can be pushed so far out to sea that they haven't the endurance to reach shore. For these reasons, swimming in any current is very dangerous.

Rivers

The danger posed by river currents is influenced by various factors, including the depth of the water, the presence of underwater obstructions, and the individual's swimming ability. A guideline for dangerous river currents is as follows:

Moderate flow (1.6 to 4.9 ft/s). Those swimmers without proper experience can start to face difficulties in these currents. To maintain one's equilibrium, a percentage die is rolled each round against the character's swimming knowledge multiplied by three. Thus characters with more than 34 points of knowledge never need worry about these currents.
Hazardous flow (4.9 to 7.5 ft/s). Currents of this speed can easily overpower a swimmer, making self-rescue challenging for all but the most able. The force of water allows less reaction time, while higher turbulence increases the chance of submersion or encountering obstacles and debris. A percentage die must be rolled against the character's knowledge as is. Toby, in the example above, would have a 32% chance of maintaining his equilibrium each round.
Raging flow (7.6 ft/s or greater). This flow is very dangerous, typically found in fast-moving choked passages of rivers, especially after a heavy rainfall. Currents of this speed can rapidly sweep aways people, animals and even buildings. A percentage die must be rolled against the character's knowledge, with a penalty of -25% against the total. Toby's chance would be reduced to 24%.

Characters failing their knowledge check are caught and dragged over rocks or the stream's bed, putting a strain on the character's lungs. This results in damage: 1d4 for a moderate flow, 2d4+1 for a hazardous flow and 3d4+2 for a raging flow.

Each round the character can attempt to re-establish their equilibrium and avoid taking damage, with the same chance of success. If this is done successfully, the character can attempt to find succor in some outjutting rock or ledge, or hanging branch of a tree, if they make a successful dexterity check (with a -4 penalty).

Seas and Oceans

In general, these offer dangers only in cases if a character is attempting to cross a swamped coral reef or with fast currents moving outwards from the shore. The former should be treated as a hazardous flow, and the latter as a moderate flow. Also in the case of the latter current, no damage should result, but a failed knowledge-roll would greatly alter the character's location with respect to the shore, either along it or outward into the sea. The DM should be aware of any currents near the ocean, remembering that characters with beachcomber knowledge can identify these currents when they exist.

Winds

Note wind forces of 3 or greater

The effects of wind upon swimming act to reduce the character's intended movement. Taking note of the image shown, the effects of wind equal to "force-4" (F4) are as follows:

F4. A moderate breeze creates small waves, with fairly frequent white horses. Overall, the character's actions are reduced by ½ point in calculating swimming movement.
F5. A fresh breeze creates moderate waves, with long strands of foam and many white horses. Characters may dog paddle but stroke-swimming or racing is impractical; the character's actions are reduced by 1½ points overall.
F6. A strong breeze produces large waves, with white foam crests more extensive everywhere. Swimming is disallowed altogether, though it's still possible to tread water — though each minute of doing so costs two endurance-rounds to tread water for one minute.
F7. A near gale causes the sea to heap up, while white foam from the waves blows in streaks along the wind. Those caught in the water in a near gale without some physical means of staying afloat can survive for only 1 minute per 10 endurance-rounds they have remaining.

Any force of wind of F8 or greater will certainly drown any character in 1-2 rounds.

Progenitor Backgrounds

Unless a character possesses a certain background or the sage ability, they cannot swim at all. Backgrounds are determined by the character background generator, which could indicate the character was raised by fisherfolk, sailors, boaters, explorers, shipwrights or buccaneers. Those raised by pirates often cannot swim, as most who become pirates receive no training as such.


See also,