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#51 |
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Banned
Join Date: Aug 2004
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#52 | |
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Join Date: Jul 2012
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Quote:
Couple of points- using The Last Gasp means their HT and Swimming skills and Survival skills will be at penalties by the time they leave the water. There's also the 'deep fatigue' rules to consider. I'm also thinking the regeneration may be interrupted once fatigue falls below a certain level. -swimming: we haven't discussed penalties for open water swimming, or for swimming in rough seas. I'd say lake swimming is -1, sea swimming -2 to skill, worse if it's rough. You've got sighting, waves and tides to contend with. Back on shore: The range of temperature tolerance GURPS gives starts at 35F for normal humans and goes up to 90'F. I think one has to assume clothing is factored into those numbers. If you're nearly naked I'm pretty sure 35F would be outside your comfort zone. So I think the temperatures and physical challenges we're talking about will test even these fellas. |
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#53 |
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Join Date: May 2005
Location: Oz
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That sounds more like standing at sea level (i.e. with any eye height of five and a half feet) than immersed at sea level (i.e. with an eye level only a few inches above the waves).
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#54 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Horizon distance is typically given as 3.57 km * sqrt( height / 1m ), so 7 miles is too far even for someone standing up, and for someone swimming would be more like 1-1.5 km. However, you can see things that are over the horizon if they're tall enough -- if we assume 1.3 km horizon from swimming, and 10 km for the target (total 11.3 km, or 7 miles) the object needs to be about 8 meters tall to be visible, which is a decent-sized tree but not impossible, and mountains would be visible quite a bit farther, probably out to the range at which atmospheric haze wipes them out.
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#55 | |
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Join Date: Jul 2012
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#56 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Sea-level air often has pretty poor transparency, so you can certainly justify quite a lot shorter vision range, but that gives a maximum range.
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#57 |
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Join Date: Nov 2012
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With a headlands that high, the swimmers may see the sea birds playing in the wind currents created by the headland before they sight land itself.
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#58 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Quote:
But extra rough seas certainly would accrue penalties.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#59 |
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Join Date: Jul 2010
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This will be a huge help for my campaign, too.
Swimming rules say you roll every 6 long-distance turns (basically per minute) to see if you lose an FP, and every every 5 minutes for swimming to see if you start to drown. I think. If the players are going to swim 5 miles (8800 yards), and the typical speed is 60 yards/minute, that's 146 die rolls. I think they'd rather drown than roll that many times. How do you turn something like that into something like 5 to 20 rolls? It'd be nice to have, maybe, 5 rolls before their FP drops to 1/3, and 5 rolls after that to reach shore. How would you handle it? |
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