| Post/Author/DateTime | Post |
|---|---|
| Mentalmegabody06-10-06, 11:51 AM | How does air and water pressure affect beings and structures in DnD? |
| beezly06-10-06, 11:53 AM | Water Dangers Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure. There you go |
| Mentalmegabody06-10-06, 12:46 PM | Ummm??? Fortitude negates the damage? Oh well... I would make it non-lethal instead on a succesful save or at most half the damage. It might warrant a new type of feat aswell, so that you would get +4 fort save and succesful save makes the damage go away and the damage received would be non-lethal. :) Well, who am I to argue... 50% of DnD's rules aren't realistic anyway :P hmmm... maybe I'll check GURPS rules and try to adapt |
| Cthulhu312506-10-06, 01:53 PM | Ummm??? Fortitude negates the damage? Oh well... I would make it non-lethal instead on a succesful save or at most half the damage. It might warrant a new type of feat aswell, so that you would get +4 fort save and succesful save makes the damage go away and the damage received would be non-lethal. :) Well, who am I to argue... 50% of DnD's rules aren't realistic anyway :P hmmm... maybe I'll check GURPS rules and try to adapt The diversity of GURPS rules is ridiculous... specific rules for inhaling fluorine? How often does that come up? |
| CryoSilver06-10-06, 01:56 PM | IMHO, the save DC should increase with depth, as well as the damage, at the rate of +1 per 100 feet. Water pressure is very roughly 1 atmosphere per 33 feet of depth. |
| Escef06-10-06, 04:09 PM | Atmospheric pressure works however you want it to. In Spelljammer (2e AD&D setting, only place I know where this is addressed), atmosphereic pressure is pretty much always the same. Creatures and objects even take air with them when they a planet's atmosphere. most creatures only have a small air envelope, good for a few minutes. But creatures and objects of at least one spatial ton (a cubic yard) bring with them enough to last a medium sized creature... I think it was a month. It's been so long since I looked the material over and I don't have it here with me to check. |
| Elf_Jedi06-10-06, 09:03 PM | The diversity of GURPS rules is ridiculous... specific rules for inhaling fluorine? How often does that come up? I imagine more than you would like to think. :cool: |
| Sikyanakotik06-10-06, 10:17 PM | How does air and water pressure affect beings and structures in DnD? For the most part, it doesn't. D&D is a game about fantasy adventurers, not fantasy engineers. Punchine A: This, of course, is a fundamental flaw in the system. Come on designers, let us play the characters we really want to play! *Hugs GURPS books.* Punchline B: This, of course, will be addressed in the upcoming sourcebook Tunnels and T-Squares. Punchline C: This, of course, is because most of the playerbase already knows that for fluids which are sufficiently dense to be a continuum, do not contain ionized species, and have velocities small in relation to the speed of light, the momentum equations for Newtonian fluids are the Navier-Stokes equations, which are non-linear differential equations that describe the flow of a fluid whose stress depends linearly on velocity and on pressure. I mean, what do they think we are? Geeks? http://img.photobucket.com/albums/v402/Sikyanakotik/moogletongue.png |