Kharille wrote:
Just some area I wanted to learn more about other peoples experiences on. We know you can fall, and you can fly. I think movement is just given an distance for those dragons and flying heads. I'm sure it can be quite complicated to keep track of factors such as wind speed, which currently has no rules. I'm sure in an underwurlde it would be less of a factor without precipitation and other meteorological effects.
I wouldn't bother with rules for how weather affects flight (or flight generally). Any kind of flight the PCs have, like flying carpets and other magic, probably wouldn't be impeded by the weather and for flying creatures under my control, as GM, I just determine how manoeuverable it is given the prevailing circumstances (such as low ceilings, wind, wingspan, method of flight, etc.).
Kharille wrote:
Seems complex trying to implement features like ropes and ladders. Has anyone created environments with chandeliers to swing on?
If I was running a cinematic campaign (i.e., one in which the laws of physics are, at best, only a guide...), I'd just allow for a suitably difficult Reflexes check (modified by any acrobatics skills the character might have). Otherwise, when the chandelier's momentum stops, so it does that for the person swinging on it, too...
Kharille wrote:
What about climbing speed? How fast can one climb to avoid getting hit?
I'm not quite sure what you mean about climbing to avoid being hit, but I reckon you could climb about 10' per round - if what you were climbing had plenty of hand-holds (e.g., ladder, knotted rope, vines, etc.). So if you wanted to get beyond someone's melee weapon reach, it will probably take one or two rounds (of being at zero Defence, of course). I'd probably allow a character to climb
recklessly if they wanted to take a penalty to their Reflexes check, but climb 15' (and clear of melee attacks in a single round). For climbs with fewer handholds (natural stone, plastered walls, etc.), I'd probably halve climbing rates.
Kharille wrote:
On that matter, what about swimming speeds? I think I read something in one of the recent books. So how does water break a fall?
As a rule of thumb, I'd probably rule that water halves falling damage. Depending on why the character was falling (e.g., prepared and dove of his own volition vs. being pushed off), I'd probably allow a swim skill check to dive gracefully into the water and negate all falling damage (assuming the water is deep enough to properly break the fall). Either way, then come the swim checks to find the surface and a Reflexes check to keep hold of anything in your hand on impact with the water.
As for swimming speeds, the current 100m freestyle record is about 50 seconds (I think), so a world champion in perfect conditions can swim about 10m in 5 seconds. It's reasonable to assume that our heroes can comfortably manage about half that - so 5m per round in still water (like lakes) and 3-4m per round in open water (like seas). Adverse conditions (like wearing shoes, carrying something, wearing armour, etc.) would all penalise the swim check or distance travelled.
How would other people rule in these situations?