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Main Forums => Suggestions => Topic started by: MrGrendel on September 16, 2008, 03:06:23 AM

Title: Epic weather effect post!
Post by: MrGrendel on September 16, 2008, 03:06:23 AM
Since (it seems) these aren't implemented yet, I thought I'd go through the pnp list of weather effects and try to compile a hopefully helpful list! Also this is yet another thing that could be affected by a survival skill implementation, so plug plug plug. (//%22http://www.escapefromunderdark.com/forums/showthread.php?t=19896%22) :o (Successful survival skill checks give you a bonus to your saves vs certain weather effects, and could arguably lessen the penalties of other things as well. Not to mention predicting the weather a day in advance with it!)
 
First of all, here is a comprehensive but simplified weather table from the d20SRD, appropriate for our climate. Detailed effects follow, I faithfully pieced together everything from the various parts of the System Reference Document, omitted anything irrelevant to our setting/mechanics, and went ahead and combined wind effects with the appropriate weather effects, too.
 
Weather Table
And here are the appropriate effects:
 
Precipitation (81-90)
Fog
 
Duration 2d4 hours
Rain
 
Duration 2d4 hours
Thunderstorm (91-99)
 
Duration 2d4-1 hours
Failing a Fort save of 15 DC during a thunderstorm also incurs:
Thunderstorm accompanied by a Tornado (00)
All of the effects for Thunderstorms apply, with the following exceptions:
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Post by: Hammerfist0 on September 16, 2008, 04:03:54 AM
Obviously, these would need to be modified heavily. But:

Please make weather have effects, it would be epic.
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Post by: MrGrendel on September 16, 2008, 08:04:26 AM
Woops, overlooked this.
 
"Tornadoes are very short-lived (1d6×10 minutes)." (And of course they would be localized, not all over. Wonder if you could actually make a Tornado NPC... heh.)
 
Also, I omitted Hurricanes, since it's just a step inbetween thunderstorms and thunderstorm/hurricane. Figured it's not really adding anything new, just a more severe thunderstorm without the risk of a hurricane and more buffeting characters around in the wind.
 
What exactly about these effects would you change, Hammerfist? I think it could be put in just as posted here, but am curious what you're thinking.
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Post by: Letsplayforfun on September 16, 2008, 10:26:38 AM
I don't know how far you can go in building weathers, but that would be awesome. There already was that pouring rain reducing visibility to naught that was quite cool; more would be fun.
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Post by: adharmas on September 16, 2008, 12:32:48 PM
I guess you haven't encountered the fog that turns people inside out?
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Post by: dragonfire9000 on September 16, 2008, 01:46:03 PM
Do you guys have ANY idea how amazingly... well, I hesitate to say it, but UBER this would be if it was implemented? I mean, running into a Tornado out in the middle of the Sloping Path, or up in the Mistys... *shiver* It makes my blood boil, so it does!

However, I need to hear from a DM quickly, before my hopes grow to heights from which concussion results when dropped.
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Post by: MrGrendel on September 17, 2008, 12:17:53 AM
Ah ha. To make sure that the results would not be weighted heavily in favor of rain, you would apparently have to have a duration for the "normal weather as well. 2d4 hours of clear weather per roll should keep the ratio of clear:rain approximately as the table intended.
 
 
Also, there's nothing to say that fog couldn't accompany rain as an unusually heavy downpour.
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Post by: djspectre on September 17, 2008, 11:16:37 PM
considering the island would be buffeted from typhoons, hurricanes and tsunami's, I would think things like insane wind (typhoon), insane wind and rain (hurricane) and Tsunami's (insane water/flooding) are doable.

Anything with wind would create a movement penalty and should reduce, but not eliminate attacks with ranged weapons. I mean you aren't likely to hit your target in high wind, but you still might.

The rain/water based ones should create flooding, which if lasted long enough, should flood tombs and under ground caves, forcing you to evacuate.

All in all I think that a weather system that had impacting effects on people would be extremely complicated and difficult to implement.
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Post by: MrGrendel on September 18, 2008, 05:57:55 AM
Quote from: djspectre;87544Anything with wind would create a movement penalty and should reduce, but not eliminate attacks with ranged weapons. I mean you aren't likely to hit your target in high wind, but you still might.

You might hit your buddy, too. ;)