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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Aug 13, 2011 6:10 pm Post subject: Diving and the bends... |
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I wonder, i know there is a module for underwater adventures against sea stormies.. BUT did it have rules for things like the bends? _________________ Confucious sayeth, don't wash cat while drunk! |
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TyCaine Captain
Joined: 16 Oct 2009 Posts: 515 Location: Florida, US
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Posted: Sat Aug 13, 2011 6:37 pm Post subject: |
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That was First Edition Battle for the Golden Sun, I think, I remember there were rules for talking underwater and a few other aspects, but I don't recall anything for the bends...
Pulling out the book to look through...
EDIT:
Nothing for the bends, in fact the 'rules' for governing water actions is quite light, covers the fact that lightsabers and blasters don't work as well, that silt can obscure vision like smoke and that you use swimming codes for movement or some such..
T.C. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Aug 13, 2011 9:13 pm Post subject: |
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I can recall at least one other one-off adventure in the AJ's where diving is a factor. Perhaps since it's sci-fi, we can just say that all divers take injections prior to going down that keeps nitrogen from building up in the blood stream, so characters don't get the bends from diving. The techno fix could be that or anything else that you want. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat Aug 13, 2011 10:16 pm Post subject: |
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It also seems that it's a little too easy to come up with various means of mitigating the complications of total immersion adventures. Consider the Gungan cities, for example. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Mon Aug 15, 2011 11:15 am Post subject: |
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It's entirely possible that rebreathers, etc. wouldn't cause the bends, as they would not have the same sort of gas ratios as a surface filled air tank. Remove most of the nitrogen from entering the lungs and it doesn't build up in the blood... _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Aug 15, 2011 6:28 pm Post subject: |
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True, I had forgotten about that. You'd also have to dive quite deep for the bends to start affecting you, iirc. _________________ Blasted rules. Why can't they just be perfect? |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Aug 15, 2011 6:43 pm Post subject: |
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jmanski wrote: | True, I had forgotten about that. You'd also have to dive quite deep for the bends to start affecting you, iirc. | Caveat: I am not a certified diver - but I can Google.
It appears that Decompression Sickness (DCS) is a function of both depth, time underwater, and time to ascent. A depth of 10 meters is sufficient to cause DCS if you are under for a long time - say 200 minutes - and you ascend quickly. Also, even free divers who hold their breath can get DCS if they do a series of rapid dives. But for a space opera game assuming a Star Wars rebreather filters out enough nitrogen to prevent a problem seems like the simplest solution to me. If the characters are going to do a lot of deep diving, say over 50-100 meters than they probably need more expensive equipment or some consideration for including (or better equipment for ignoring) DCS. |
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