Greenfield
Adventurer
We have a Dm who likes to throw us off our stride, usually by trying to change the rules in unexpected ways.
His current attempt is an underwater adventure where we can't seem to find out what rules he's using.
One oddity that comes up though is weapon use and damage.
By the DMG, Stormwrack and Planar Handbook, melee weapons can be a real problem.
Slashing and bludgeoning weapons are at -2 to hit and half damage. Piercing weapons, work normally. Sort of makes sense, if you've ever been swimming you know how the water hampers movements.
But the you think about weapons like the Morningstar, the Scythe, and the Spiked Chain. All do piercing damage (the Scythe can also do Slashing), yet you swing all of them in ways that the water should hamper.
The problem, of course, is that the rules don't make a distinction based on how the weapon is used, just by the type of damage that results.
Then there's that famous (or infamous) table in the DMG
In practice though I think it's referring to creatures under a Fly effect, or using some other motive technique not listed.
So, thoughts on how weapon damage issues could/should be fixed? Other issues?
His current attempt is an underwater adventure where we can't seem to find out what rules he's using.
One oddity that comes up though is weapon use and damage.
By the DMG, Stormwrack and Planar Handbook, melee weapons can be a real problem.
Slashing and bludgeoning weapons are at -2 to hit and half damage. Piercing weapons, work normally. Sort of makes sense, if you've ever been swimming you know how the water hampers movements.
But the you think about weapons like the Morningstar, the Scythe, and the Spiked Chain. All do piercing damage (the Scythe can also do Slashing), yet you swing all of them in ways that the water should hamper.
The problem, of course, is that the rules don't make a distinction based on how the weapon is used, just by the type of damage that results.
Then there's that famous (or infamous) table in the DMG
The "None of the Above", taken at face value, suggests that if a character doesn't even attempt a swim check (so they neither succeed nor fail), has no Freedom of Movement, nor a Swim Speed, and has no firm footing, they can move at normal speed, unimpeded by the water.DMG Page 92 said:Table 3–22: Combat Adjustments Underwater
————— Attack/Damage —————
Condition ... ... ... ...... Slashing or Bludgeoning ... Tail ... ... ... ... Movement ... Off Balance?4
Freedom of movement .. normal/normal ... ... ... ...normal/normal normal ... ... ... No
Has a swim speed ... ... ... –2/half ... ... ... ... ... ...normal ... ... ... normal ... ... ... No
Successful Swim check ... .–2/half1 ... ... ... ... ... –2/half ... ...quarter or half2 ... ...No
Firm footing3... ... ... ... ... –2/half ... ... ... ... ... .–2/half ... ... ... ...half ... ... ... ... No
None of the above ... ... ... –2/half ... ... ... ... ... .–2/half ... ... ... .normal ... ... ... .Yes
1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally
when grappling.
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if
it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than
Medium, and half that for each size category smaller than Medium.
4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature
loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
In practice though I think it's referring to creatures under a Fly effect, or using some other motive technique not listed.
So, thoughts on how weapon damage issues could/should be fixed? Other issues?