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<blockquote data-quote="GHench" data-source="post: 7515513" data-attributes="member: 6951668"><p>Weather is an interesting example. </p><p></p><p>If I were to use one of these Hex Flower for weather, I'd consider the outcome to be the dominant / notable event of the day. So, I'd do a check for that day and if I got 'hail', it would <u>not</u> hail for 24 hrs, but rather hail would occur some point in the day.</p><p></p><p>Of course, you could build bigger or more complicated systems, but you start to lose some ease of use/utility. </p><p></p><p>One thing, not discussed yet is the transitions when you go off the Hex Flower. The idea here is that you get an element of wild-card randomness, to prevent the system simply sinking to the bottom, and for example getting endless 'Plains' or 'Mild weather'. </p><p></p><p>To some extent, realism is sacrificed for interest and ease of use! </p><p></p><p>Nonetheless, for such a simple concept, I think a lot of mileage can be gained! </p><p>:O)</p><p></p><p>Again, interesting comments!!</p></blockquote><p></p>
[QUOTE="GHench, post: 7515513, member: 6951668"] Weather is an interesting example. If I were to use one of these Hex Flower for weather, I'd consider the outcome to be the dominant / notable event of the day. So, I'd do a check for that day and if I got 'hail', it would [U]not[/U] hail for 24 hrs, but rather hail would occur some point in the day. Of course, you could build bigger or more complicated systems, but you start to lose some ease of use/utility. One thing, not discussed yet is the transitions when you go off the Hex Flower. The idea here is that you get an element of wild-card randomness, to prevent the system simply sinking to the bottom, and for example getting endless 'Plains' or 'Mild weather'. To some extent, realism is sacrificed for interest and ease of use! Nonetheless, for such a simple concept, I think a lot of mileage can be gained! :O) Again, interesting comments!! [/QUOTE]
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