Actor being in water could have the following effects:
- extinguishing all burning (say each round the duration is divided by 2)
- increasing the shock damage by 33%
- reduction of effective DV (harder to dodge while in water)
- increase of ranged DV (harder to shoot someone in water)
- increase of effective PV (water slowing down weapons/projectiles).
effects of being underwater
Moderator: Moderator
Re: effects of being underwater
Movement speed should also be slowed down, unless one is an aquatic type.
Re: effects of being underwater
Waterlogged doesn't apply so much when in the water. You could have it be something that would increase your encumbrance for a short while after you get out of the water, though.
Independently, its probably good to keep the effects of water simple, relatively few in number, and tactically applicable. Having it cut down on burning times is good, but a more straightforward thing would be to say that water reduces the turn count by 2 for every turn you stay in it, or that it extinguishes burning immediately. Having it reduce movement speed for nonaquatic characters and projectiles is good, but you need to watch out to a degree. Firing an arrow over a river at someone doesn't take any more time than firing it over the ground at someone. Projectiles would only slow down for the truly submerged areas, while nonaquatic movement speed would apply to all water.
Worth noting that if we put too much detail into the effects of water tiles, it starts to get a bit out of place, and people start wanting specific funky effects all over the place. I'd say you want no more than three simple, straightforward, tactically applicable effects - and "you eventually run out of air and die" counts as one of the three.
Independently, its probably good to keep the effects of water simple, relatively few in number, and tactically applicable. Having it cut down on burning times is good, but a more straightforward thing would be to say that water reduces the turn count by 2 for every turn you stay in it, or that it extinguishes burning immediately. Having it reduce movement speed for nonaquatic characters and projectiles is good, but you need to watch out to a degree. Firing an arrow over a river at someone doesn't take any more time than firing it over the ground at someone. Projectiles would only slow down for the truly submerged areas, while nonaquatic movement speed would apply to all water.
Worth noting that if we put too much detail into the effects of water tiles, it starts to get a bit out of place, and people start wanting specific funky effects all over the place. I'd say you want no more than three simple, straightforward, tactically applicable effects - and "you eventually run out of air and die" counts as one of the three.