In Street Fighter 6, players can travel the world to test their skill in search of their inner strength. No one starts out as a champion. Even the best fighters have had to take that first step. Now it's your turn to accept the challenge and take your game to the next level.
The world of Street Fighter 6 focuses on street culture. From the graffiti to the music that plays while you look for life, including the fight itself. You are going to experience a new level of graphic quality that will allow you to feel the movements of your body.
The Street Fighter series has always focused on intelligent evolution and unprecedented innovation. With its new and big graphic evolution, you will be able to really feel the movements and the tension of each combat scene.
In this installment the time has come to live the wide world of Street Fighter. This story isn't just about the fighters: it's a story about you, the player. Find your rival, make friends and walk the path of a world-class fighter.
As stated previously, the issue is not just weight or buoyancy, it is also water resistance. Water is far, far more dense than air is on Earth. Unless water has significantly different properties in the prime material plane(s) of D&D, a lot of armor becomes a hindrance to flexibility, speed, and combat capability.
On a side note and not that I do this, but personally, I don't agree with tying swimming to a STR check. It makes more sense to be DEX, imo...and CON if you have to swim any real distance. IRL, put the 2019 'world's strongest man' winner in a suit of plate mail and throw him in a lake...there is absolutely no doubt in my mind that he'd sink like a rock and stay there.
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
3.5e had rules for swimming in heavy armor. They were miserable to play with. And I don't just mean that they were punishing -- though they were, in a way. Mostly they were just a total drain on fun. You were rolling the same skill check over and over again, and if you failed, you just forced this situation to drag on even longer. The optimal play was generally to use your whole turn trying to swim, so that's it: just roll Swim. Just keep rolling Swim. Just... Keep... Rolling... Swim. If you fail enough times, you'll have sunk so low that now you can't get to the surface in the time you have left, but the rules for air were so generous that you'd have to literally be in the ocean for this to matter. So there's no stakes, and no strategy. But if other people are doing stuff in initiative, you can't really fast forward through it. So you're just stuck rolling Swim.
I disagree on the first point. I think the rules already model water resistance as well as the scope of 5e allows: Disadvantage on most attacks, limitations on ranged attacks, and it counts as difficult terrain. But I don't believe the rules take buoyancy into account, which is why I added some houserules above.
I should note that I probably wouldn't have even bothered with house rules on swimming in armor, but my players have been role-playing th