I’m working on a campaign that takes place fully underwater, and one of the most common races is air genasis. Air genasis have an ability that allows them to hold their breath for infinite amounts of time, but I’m not sure if that should limit, or completely eliminate their ability to speak. Should I force my players to write or use something similar to sign language when holding their breath, or should I let them talk?
If you have an underwater world and these creatures are common in it, a reasonable person would assume that they would have figured out an efficient way to communicate. Do you actually want to hinder their communication? Because forcing them to use sign language doesn't necessarily add much aside from players always starting out by saying, "I use sign language to say..."
I think that "hold breath" in 5e is exactly as holding your breath in real life, so that means that characters stop doing this while speaking or casting a spell with voice components. I'm not sure if any source say it that way but I assume that if it's not clearly said otherwise the undestanding of the rule may follow the common sense.
So, if it was me DMing a short adventure, I would say that they lose the ability to speak (and smell and whatever needs their mouth and nose) while holding breath. I would not demand that they do not "speak" at all, they would still be able to communicate with each other using simple gestures and so. But I would demand that they must use some magical means to eat, sleep, have complex conversations and cast spells with somatic components, since they wouldn't be able to do any while holding breath.
However, you say that this campaing is fully underwater, so I should advise you that could be a bit fun-breaking to impose such permanent limitations and it may be a burden for you to find proper answers for how they hold breath sleeping, or how they talk while holding breath, etc. Also, I assume that a challenge on holding breath and doing others things aren't suppose to be a big deal in the whole campaing theme, right? In that case, if they will regardeless stay days or months underwater, make them start the campaing with some sort of device or magical item that can make this thing up. The Water Breathing spell for example is what I should say they need to be able to use proprely their voice while underwater, so you can say that they receive this magic item from their patron that have that spell forever-cast in a spherical range, or whatever.
I think that "hold breath" in 5e is exactly as holding your breath in real life, so that means that characters stop doing this while speaking or casting a spell with voice components. I'm not sure if any source say it that way but I assume that if it's not clearly said otherwise the undestanding of the rule may follow the common sense.
So, if it was me DMing a short adventure, I would say that they lose the ability to speak (and smell and whatever needs their mouth and nose) while holding breath. I would not demand that they do not "speak" at all, they would still be able to communicate with each other using simple gestures and so. But I would demand that they must use some magical means to eat, sleep, have complex conversations and cast spells with somatic components, since they wouldn't be able to do any while holding breath.
However, you say that this campaing is fully underwater, so I should advise you that could be a bit fun-breaking to impose such permanent limitations and it may be a burden for you to find proper answers for how they hold breath sleeping, or how they talk while holding breath, etc. Also, I assume that a challenge on holding breath and doing others things aren't suppose to be a big deal in the whole campaing theme, right? In that case, if they will regardeless stay days or months underwater, make them start the campaing with some sort of device or magical item that can make this thing up. The Water Breathing spell for example is what I should say they need to be able to use proprely their voice while underwater, so you can say that they receive this magic item from their patron that have that spell forever-cast in a spherical range, or whatever.
Oh, another point is: Underwater campaings would fit nice for only-triton parties, but it may be challanging for you and your players if there is "ground-folk" in a full underwater campaing. They should be forever limited from the rules of underwater mechanics? I mean, aside breath, there is limitations on movement and combat actions, would you impose disadvantage all the time on attack rolls?
Those challenges are nice when its situational, but I wouldn't enjoy to play a full campaing having those penalties. So you can make this thing up. You can follow that idea of a magical item and add a swimming speed granted to the characters. Or just say that the rules applied here are the same as if they where in a regular ground terrain so the campaing can work properly.
I think that "hold breath" in 5e is exactly as holding your breath in real life, so that means that characters stop doing this while speaking or casting a spell with voice components. I'm not sure if any source say it that way but I assume that if it's not clearly said otherwise the undestanding of the rule may follow the common sense.
So, if it was me DMing a short adventure, I would say that they lose the ability to speak (and smell and whatever needs their mouth and nose) while holding breath. I would not demand that they do not "speak" at all, they would still be able to communicate with each other using simple gestures and so. But I would demand that they must use some magical means to eat, sleep, have complex conversations and cast spells with somatic components, since they wouldn't be able to do any while holding breath.
However, you say that this campaing is fully underwater, so I should advise you that could be a bit fun-breaking to impose such permanent limitations and it may be a burden for you to find proper answers for how they hold breath sleeping, or how they talk while holding breath, etc. Also, I assume that a challenge on holding breath and doing others things aren't suppose to be a big deal in the whole campaing theme, right? In that case, if they will regardeless stay days or months underwater, make them start the campaing with some sort of device or magical item that can make this thing up. The Water Breathing spell for example is what I should say they need to be able to use proprely their voice while underwater, so you can say that they receive this magic item from their patron that have that spell forever-cast in a spherical range, or whatever.
Oh, another point is: Underwater campaings would fit nice for only-triton parties, but it may be challanging for you and your players if there is "ground-folk" in a full underwater campaing. They should be forever limited from the rules of underwater mechanics? I mean, aside breath, there is limitations on movement and combat actions, would you impose disadvantage all the time on attack rolls?
Those challenges are nice when its situational, but I wouldn't enjoy to play a full campaing having those penalties. So you can make this thing up. You can follow that idea of a magical item and add a swimming speed granted to the characters. Or just say that the rules applied here are the same as if they where in a regular ground terrain so the campaing can work properly.
The problem of having non-water races can be solved by giving them diver suit type things (which are common, because they are in fact nessecary), and there are also other water breathing races/sub races (such as water genasis). Most towns are also covered by domes, but I do see your point with how that mechanic can just become tedious.
but I do see your point with how that mechanic can just become tedious.
I mean, when I say you can make up a magic device with water breathing/swimming speed I am thinking in that exactly diver suit you mention. It can be magical or not, but something that can give a durable and accessible for non-water races. If you have planed it already, thats all good.
I didn't meant to say "tedious", but a harsh penaltie that can be a burden over time. When I say that I thinking of non-water races being for a long time in that enviroment. Since they would need something to adapt them selves on it all the time, they would be mechanically in desadvantage over water races in the party and maybe too much dependent on them. They would need to expend more resources, cast spells (maybe more than they can) to keep them side by side with their fishy fellows.
Well, I think you get my point right? If you have that diver suit, air resources, domed cities, etc. it may goes well. I was just talking about that non-water and water races balance over a full campaing in that enviroment you know. Like, water genasis and tritons don't have much trouble over ground as much an elf or dwarf would have underwater.
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I’m working on a campaign that takes place fully underwater, and one of the most common races is air genasis. Air genasis have an ability that allows them to hold their breath for infinite amounts of time, but I’m not sure if that should limit, or completely eliminate their ability to speak. Should I force my players to write or use something similar to sign language when holding their breath, or should I let them talk?
If you have an underwater world and these creatures are common in it, a reasonable person would assume that they would have figured out an efficient way to communicate. Do you actually want to hinder their communication? Because forcing them to use sign language doesn't necessarily add much aside from players always starting out by saying, "I use sign language to say..."
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I think that "hold breath" in 5e is exactly as holding your breath in real life, so that means that characters stop doing this while speaking or casting a spell with voice components. I'm not sure if any source say it that way but I assume that if it's not clearly said otherwise the undestanding of the rule may follow the common sense.
So, if it was me DMing a short adventure, I would say that they lose the ability to speak (and smell and whatever needs their mouth and nose) while holding breath. I would not demand that they do not "speak" at all, they would still be able to communicate with each other using simple gestures and so. But I would demand that they must use some magical means to eat, sleep, have complex conversations and cast spells with somatic components, since they wouldn't be able to do any while holding breath.
However, you say that this campaing is fully underwater, so I should advise you that could be a bit fun-breaking to impose such permanent limitations and it may be a burden for you to find proper answers for how they hold breath sleeping, or how they talk while holding breath, etc. Also, I assume that a challenge on holding breath and doing others things aren't suppose to be a big deal in the whole campaing theme, right? In that case, if they will regardeless stay days or months underwater, make them start the campaing with some sort of device or magical item that can make this thing up. The Water Breathing spell for example is what I should say they need to be able to use proprely their voice while underwater, so you can say that they receive this magic item from their patron that have that spell forever-cast in a spherical range, or whatever.
Oh, another point is: Underwater campaings would fit nice for only-triton parties, but it may be challanging for you and your players if there is "ground-folk" in a full underwater campaing. They should be forever limited from the rules of underwater mechanics? I mean, aside breath, there is limitations on movement and combat actions, would you impose disadvantage all the time on attack rolls?
Those challenges are nice when its situational, but I wouldn't enjoy to play a full campaing having those penalties. So you can make this thing up. You can follow that idea of a magical item and add a swimming speed granted to the characters. Or just say that the rules applied here are the same as if they where in a regular ground terrain so the campaing can work properly.
The problem of having non-water races can be solved by giving them diver suit type things (which are common, because they are in fact nessecary), and there are also other water breathing races/sub races (such as water genasis). Most towns are also covered by domes, but I do see your point with how that mechanic can just become tedious.
I mean, when I say you can make up a magic device with water breathing/swimming speed I am thinking in that exactly diver suit you mention. It can be magical or not, but something that can give a durable and accessible for non-water races. If you have planed it already, thats all good.
I didn't meant to say "tedious", but a harsh penaltie that can be a burden over time. When I say that I thinking of non-water races being for a long time in that enviroment. Since they would need something to adapt them selves on it all the time, they would be mechanically in desadvantage over water races in the party and maybe too much dependent on them. They would need to expend more resources, cast spells (maybe more than they can) to keep them side by side with their fishy fellows.
Well, I think you get my point right? If you have that diver suit, air resources, domed cities, etc. it may goes well. I was just talking about that non-water and water races balance over a full campaing in that enviroment you know. Like, water genasis and tritons don't have much trouble over ground as much an elf or dwarf would have underwater.