Continuing my exposition on table procedures for common exploration feats
& rules, which began here with part one.
Introduction
The table from the previous post was intended to represent fairly stable
weather and, in a pinch, it feels amply sufficient. Just adjudicate a
reasonable baseline temperature and roll from there. But one can dig a little
deeper even without much effort, it being perfectly possible to adjust all
sorts of parameters until we end up with a vastly different weather experience,
made to reflect different lands and bring their exoticity into contrast.
Like I said before, considering that one doesn’t roll for weather in a dungeon nor are its
consequences usually felt while in town, the Wilderness becomes a lot more of a
place once weather has to be contended with. But the ultimate question remains:
can the players tell the difference at the table? Therein lies the only answer that matters
to me.
Deep Goeth the Rabbit Hole – Ancillary Table for Climate Types, Seasons and
Geography
The following table modifies - and significantly complicates - the proposal from last post.
I don’t know that I’ll apply all of it, I’m just reaching about and exploring
options for now, some of these being markedly more important than others. It’s
broken down into the following elements:
Temperature Ranges and Weather Modifiers: A handful of broadly
inclusive types of climate, each with a different temperature range, chance of
rainfall and timings for checks of temperature/precipitation/wind direction and speed.
Elevation: Exposure to the elements by gain in altitude affects the Temperature Range
and the Wind Speed.
Shade and Night: Drops in temperature, including both the nightly drop
and that experienced when out of direct exposure to light.
Seasons: Influencing Temperature Range, Turn of the Weather and Chance of Rainfall.
Climate Types & Other Effects
Climate Types & Other Effects
Fighting the Elements: Clothing and Shelter
Wanting to give some measure of accordance to clothing insolation without
falling down a precipice of complexity, a table for clothing on Delta’s D&D
Hotspot drew my eye and seemed in equal measures practical and robust enough
that I coopted it with only minor tuning made to account for 5th.
Clothing versus Temperature Levels
Since I’m cribbing from Delta’s blog and he was
thoughtful enough to include a Farenheit scale it’s no skin off my nose
reproducing it here as well for the benefit of those concerned.
Clo, a human-biased metric, is here scaled from 0-4 to match the
temperature, otherwise the weather’s considered to be either too hot or too
cold. One degree of Clo is defined as providing warmth allowing for a human to
be comfortable while idle, which means that physical activity should be taken
into account.
Shelter is likewise graded as a Clo modifier, though one that can both provide warmth or protect from heat if
dealing with a hot climate, with better and more complete shelter being accordingly more difficult to find,
as stated earlier.
Implications of Weather
I’ve had it impressed upon me that travelling must have a price tag, waxing
prose is both welcome and necessary but relying only upon narration to convey
the weight of a journey is simply not enough, there has to be an equipment and
Hp tax to be levied for things to gain in gameable substance.
I also defend that if a party counts a Druid or Ranger amongst its number, they ought to see the weather roll and obtain some measure of foreshadowing of what's coming.
I also defend that if a party counts a Druid or Ranger amongst its number, they ought to see the weather roll and obtain some measure of foreshadowing of what's coming.
The Hot
If the temperature exceeds the clothing level a character is wearing, he’ll
have to shed cloth on the pain of suffering an hourly d4 damage per
difference in clothing level, with an additional d4 added to the roll for every passing hour. The die size can be aggravated if labouring under direct
exposure to the sun or while wearing armour.
The Cold
If the temperature drops so as to demand a higher clothing level than what
a character is wearing, he’ll have to acquire further layers or, again, suffer a mounting pool of d4 points of damage per level of difference. Dice size aggravated for the character being wet.
& the Extremes
Once all of an explorer’s Hp are depleted and the temperature (or other
conditions) reach the point of unendurability, the exhaustion rolls come to the
fore.
Wind and Water
Once rain or wind speed go past a certain degree, they too inflict Hp loss, generically dealt thusly: every time the condition metrics total up an integer equalling or rounding down to a die's worth, that die is inflicted in Hp loss every hour. For example: a Gale (level 4 of wind speed) along with light rainfall (Precipitation 3) would imply a rounded-down Hp erosion of d6 per hour.
Wind and Water
Once rain or wind speed go past a certain degree, they too inflict Hp loss, generically dealt thusly: every time the condition metrics total up an integer equalling or rounding down to a die's worth, that die is inflicted in Hp loss every hour. For example: a Gale (level 4 of wind speed) along with light rainfall (Precipitation 3) would imply a rounded-down Hp erosion of d6 per hour.
Closing Thoughts – Unhinging the Weather Roll and Worldbuilding (or “Could Hel really freeze over?”)
I reread all the above and get this jolt on my spine: the weather, folks’ll say,
as modelled on a 2d6 roll, is much too unstable and chaotic, with the only predictable result being how much of a completely
unrealistic clusterfuck this will turn out to be.
I want to adjudicate what I can and dodge what I can't, but I’m left pondering that this same thought might serve as the
butressing for the argument that we are to use a fictional world as the setting
of our play. We’re not after modelling the world, after all, we’re after modelling A world.
Does it feel disingenuous to make an appeal to the ignorance present in the unknowable? Well, here we are.
We can turn to the barrier of human knowledge to find our warm solace in
its rainshadow, much like any charlatan from ages past: add a second moon to
the firmament, say the world is hollow or flat-out-flat, I don’t care. And
neither can classic meteorology from that point on. Unless anyone's versed in
computer weather modelling and willing to put in the hours, everyone at the
table will just have to accept the fact that winds, rain and temperature will
display a far more erratic pattern than any amount of realism would condone.
By this point I’m ready to admit that it might be possible – interesting,
even – to build a setting from inference of the front-loaded
mechanic effects that rule a world’s meteorology. Kind of like setting funky
parameters on a graphic renderer and iterating to see where it gets you.
After all, if it gets hotter
as a mountain chain is climbed, colder when descending a fissure in the ground and
the winds become wildly unpredictable at night, it can dawn on the players
that, in known lands, knowable weather; for Terra Incognita,
weather may well be playing free-for-all.
Lurking through your posts. I like what i see. Keep going sir.
ResponderEliminarGiven that I recognize you from other blogs as being a very well grounded commenter, Kimbo, I'll gladly take your lurking approval as a feather on my cap.
ResponderEliminar