Wildspace Question... help!

Post/Author/DateTimePost
#1

zombiegleemax

Aug 13, 2004 13:36:41
So the PCs finally got their helm and thier ship and took off into wildspace. When they encounter a Scro Scorpionship they have their first space battle. One of the PCs decided it would be a good idea to fly through space to the Scro ship with a fly spell. So my question is, what happens when a character goes into the vaccum of space with no air and no warmth? I didn't have an official ruling so I gave the PC 20d6 damage Fort DC20 for half for each round of exposure. He survived, but how should I have handled that situation?
#2

kilamar

Aug 13, 2004 13:49:35
There is no vacuum.
Everybody who goes out there takes a portion of air with him. The great danger is that this air is used up very quickly, a few hours.
For flying from ship to ship with a fly spell this is no issue.

Kilamar
#3

novamaster_dup

Aug 18, 2004 9:31:24
Grubbian physics forever....
#4

zombiegleemax

Sep 01, 2004 11:23:30
There is no vacuum.
Everybody who goes out there takes a portion of air with him. The great danger is that this air is used up very quickly, a few hours.
For flying from ship to ship with a fly spell this is no issue.

Kilamar

there is vacuum, it's just that matter tends to retain it's atmosphere instead of letting it bleed off in to space.

I don't have my books with me right now, but I think that the amount of time that a personal air envelope lasts is 10 minutes of good air, one hour of bad air after that. After an hour and 10 min. , your'e SOL.
More than enough to time to Fly to a near-by ship.

And yes, Spelljammer does have some very weird physics.
#5

bigmac

Sep 01, 2004 23:02:41
there is vacuum, it's just that matter tends to retain it's atmosphere instead of letting it bleed off in to space.

I don't have my books with me right now, but I think that the amount of time that a personal air envelope lasts is 10 minutes of good air, one hour of bad air after that. After an hour and 10 min. , your'e SOL.
More than enough to time to Fly to a near-by ship.

And yes, Spelljammer does have some very weird physics.

Summary from the Concordance of Arcane Space P11:

* Fresh air around an individual remains fresh for 2d10 turns. After this time it becomes fouled air.

* Fouled air remains fouled for 30 turns minus the amount of time the air was fresh. (Fresh air time + fouled air time = 30 turns) Fouled air is humid and smells bad. After this time it becomes deadly air.

All ability checks and attack rolls made by air breathing creatures in fouled air are at -2.

* Deadly air is completely depleted and can not support life. Anyone in deadly air must make a save vs poison every turn. If they fail they become unconsious. If they fail a second time they die. An unconsious character can be revived by taking them into fresh or fouled air.

I've fogoten how long a turn is, so someone else will have to tell you how long you get. However, flying from ship to ship shouldn't be a problem unless you get left behind.

I think there are special proficiencies that help you hold your breath. These would equate to feats in 3e.
#6

wyvern76

Sep 02, 2004 0:26:40
I've fogoten how long a turn is, so someone else will have to tell you how long you get.

1 turn = 10 minutes. (Keep in mind that in 2e, 1 round = 1 minute.)

Wyvern
#7

zombiegleemax

Sep 02, 2004 10:33:22
Thanks, Bigmac. That is one of the things I put on my DM's screen and then promptly forgot. :D
#8

bigmac

Sep 03, 2004 2:05:45
1 turn = 10 minutes. (Keep in mind that in 2e, 1 round = 1 minute.)

Wyvern

Wow! So you get 300 minutes before the air turns deadly and up to 200 of those are with fresh air!

You might be able to fly from a planet to a nearby moon (if you could move quickly)!
#9

wyvern76

Sep 08, 2004 7:06:47
Wow! So you get 300 minutes before the air turns deadly and up to 200 of those are with fresh air!

If you use the rules as written, yes. Personally, it doesn't make sense to me that the time for air to become fouled is variable while the time for it to become deadly is fixed. I'd be more inclined to use the 3e rules for suffocation from the DMG:

Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last.
Small characters consume half as much air as Medium characters. A larger volume of air, of course, lasts for a longer time.

Wyvern
#10

bigmac

Sep 08, 2004 23:56:34
I'd be more inclined to use the 3e rules for suffocation from the DMG:
A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last.


So considering that they are not in a sealed chamber and take an air envelope into wildspace that is relative to their size, how do you calculate for that?

I've got to admit, that I agree with you about the variable for the fresh to foul but fixed time from fresh to deadly. The second time should really have been double the first time. Or the same dice roll again if you don't want people to know.

David "Big Mac" Shepheard
#11

zombiegleemax

Sep 14, 2004 13:25:32
hmm...

i'd say modify the old rules, but update TURN to Round,

thus they get like 3 minutes tops... (30 rounds, at 6 seconds a round)

as for the variable side of it... say perhaps, non-space trained individuals breath normally for that time, and the air goes foul after 1.5 minutes...

space-trained characters can make a Concentration check (holding breath, or breathing slowly) each round to not have it cound against their time before the air goes foul... once it goes foul, there's only 1.5 minutes left...
say... a DC of 10 with a cumulative +1 each round...

so a ship-jumper (hmm... prestige class?...) taking 10 on the checks, with a Concentration check of +10, can go a total of 4 minutes before he's saving against poison each round to fight off unconciousness...

I'd put the poison save at like DC 18, +1 each round...
and once the victim passes out, they loose d2 CON every minute. (Being nice to give the players a chance)...
#12

bigmac

Sep 15, 2004 1:38:24
space-trained characters can make a Concentration check (holding breath, or breathing slowly) each round to not have it cound against their time before the air goes foul... once it goes foul, there's only 1.5 minutes left...
say... a DC of 10 with a cumulative +1 each round...

so a ship-jumper (hmm... prestige class?...) taking 10 on the checks, with a Concentration check of +10, can go a total of 4 minutes before he's saving against poison each round to fight off unconciousness...

I'd put the poison save at like DC 18, +1 each round...
and once the victim passes out, they loose d2 CON every minute. (Being nice to give the players a chance)...

Have a look at the Slow Respiration feat on Beyond the Moons. This is a 3e version of the Slow Respiration proficiency that has been playtested by the people on the Spelljammer Mailing List. It is more stacked towards the player than your ship-jumper idea, so you might want to switch to that instead.

(By the way, you can't take 10 on a check if you are rolling one check every round. Taking 10 means that you spend 10 minutes doing something carefully.)

Your Ship Jumper Prestige Class idea sounds interesting. What exactly would they do?
#13

amethal

Sep 20, 2004 9:17:14
(By the way, you can't take 10 on a check if you are rolling one check every round. Taking 10 means that you spend 10 minutes doing something carefully.)

No it doesn't. That's what taking 20 means.

Taking 10 means you can spend the normal amount of time doing something (how long this is depends on what you are trying to do) and take 10 rather than rolling, provided you are not being threatened or rushed.
#14

bigmac

Sep 21, 2004 0:51:47
No it doesn't. That's what taking 20 means.

Taking 10 means you can spend the normal amount of time doing something (how long this is depends on what you are trying to do) and take 10 rather than rolling, provided you are not being threatened or rushed.

Oops. Sorry, I stand corrected.
#15

wyvern76

Sep 28, 2004 6:47:21
So considering that they are not in a sealed chamber and take an air envelope into wildspace that is relative to their size, how do you calculate for that?

Sorry for taking so long to respond, I've been preoccupied.

To address the first point -- they're not in a sealed chamber -- the air envelope might as well be a sealed chamber for all intents and purposes. Decide how long you want characters to have fresh air for and go with that. If you're trying to stick close to the old rules, and if you interpret turns as being 10 minutes, then you could say they have 2-3 hours* of fresh air.

To address the second point -- the air envelope is relative to their size -- that means that everyone's fresh air lasts the same length of time (as opposed to in a sealed room of fixed size, where a Large creature would use up the air faster).

Wyvern


*Average roll of 2d10 = 110 minutes, rounds to 2 hours
Maximum roll of 2d10 = 200 minutes, rounds to 3 hours