Real Weather in RPGs

Stormborn

Explorer
The weather rules in the DMG are fine as far as they go, but hardly have the range for modeling things like Hurricanes and the like on a setting. Does anyone know of rules for large scale weather systems? Especially effects on PCs, Communities, and Kingdoms.
 

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Greetings!

Although this might fit better under computers, I use a program called Weather Master which is an awesome program! It tracks systems over multiple days, allows for complete customization of weather (including all types of weather systems), has great reports, allows for multiple moons with different cycles, can help create unique calendars, and much more!

The only bad thing is that they haven't updated their site in several years. However, I found it to be the best program out there, and I tested at least three different programs that create weather.

I will gladly type more about it, if you want to know more. (I don't seem to get replies to topics, though, so you can also email me directly, or PM me, if you prefer. I will try and check back to see if there is interest.)

Have a good one! Take care!

edg
Alternity Pimp
 

EDG, Thanks. That looks cool, but isn't really what I am looking for. I have an uberweathergeek friend who can supply all the real world info on weather patterns, I am specifically looking for in game numbers. Basically I am trying to figrue out if I should/have to/want to figurignit all out for myself.
 

The 1e Wilderness Survival Guide. By a long shot.

Some people have poo-pooed it here at ENWorld, and I just shake my head. The WSG has a massive appendix that gives full details on generating weather, and then full rules for what the weather actually does in game terms to people and structures. It's also supremely easy to quickly adapt it to 3.x rules (which was critical for me).

I use those rules exclusively for my campaign.
 

I use a very simple system; I think of a 'factor' such as heat, humidity, precipitation, etc. and have a player roll a d12. A 6 or 7 is average given the climate and season, and a 1 or 12 is extreme in one direction or another.

So for instance, when I picked precipitation and the pcs on the tropical isle rolled a 12, they got a monsoon. :)
 


Stormborn said:
The weather rules in the DMG are fine as far as they go, but hardly have the range for modeling things like Hurricanes and the like on a setting. Does anyone know of rules for large scale weather systems? Especially effects on PCs, Communities, and Kingdoms.

Actually, the weather rules for Hurricane force winds are quite good for modelling super-powerful winds on the people side. For Hurricane force winds (75-175) everything medium or smaller must make a Fort Save DC 20 or be blown away 10-40 feet, taking 1d4-4d4 nonlethal damage. Trees are uprooted, buildings are damaged.

Two problems arise: 75 mph winds are NOTHING LIKE 150 MPH winds. Second, a hurricane is extremely unpredictable, second only to a tornado in its lack of a decisive path.

To simulate this, I would probably give structural damage according to wind speed.

Hurricane speed....................Damage
75 to 99..............................1d6 structural dmg per hour
100 to 129...........................1d8 structural dmg per hour
130+ ..................................1d10 structural dmg per hour

I would also change the hurricane damage to creatures to LETHAL if in 130+ mph winds.

hurricane length of time in area: 1d6 hours; if a 6 is rolled, re-roll the 1d6 and subtract 1. Every time a 6 is rolled, re-roll 1d6 and subtract 1, adding to the total. Therefore, most hurricanes are out of an area in 1 to 6 hours; an extremely unlucky locale could have a Hurricane lasting for (6 + 5 + 5 + 5...) etc. hours. - Kind of like what happened with hurricane Frances in Florida.
 
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Henry said:
Actually, the weather rules for Hurricane force winds are quite good for modelling super-powerful winds on the people side. For Hurricane force winds (75-175) everything medium or smaller must make a Fort Save DC 20 or be blown away 10-40 feet, taking 1d4-4d4 nonlethal damage. Trees are uprooted, buildings are damaged.

Two problems arise: 75 mph winds are NOTHING LIKE 150 MPH winds. Second, a hurricane is extremely unpredictable, second only to a tornado in its lack of a decisive path.

To simulate this, I would probably give structural damage according to wind speed.

Hurricane speed....................Damage
75 to 99..............................1d6 structural dmg per hour
100 to 129...........................1d8 structural dmg per hour
130+ ..................................1d10 structural dmg per hour

I would also change the hurricane damage to creatures to LETHAL if in 130+ mph winds.

hurricane length of time in area: 1d6 hours; if a 6 is rolled, re-roll the 1d6 and subtract 1. Every time a 6 is rolled, re-roll 1d6 and subtract 1, adding to the total. Therefore, most hurricanes are out of an area in 1 to 6 hours; an extremely unlucky locale could have a Hurricane lasting for (6 + 5 + 5 + 5...) etc. hours. - Kind of like what happened with hurricane Frances in Florida.
Need something on GUST.
 


Henry said:
I would also change the hurricane damage to creatures to LETHAL if in 130+ mph winds.
I'd also require a Reflex save every minute to dodge all those airborne branches, rocks, chunks of buildings, random NPCs, and so on. Damage from a failed save should be high but extremely variable-- say, (1d6*1d4) + 1d10, or some such.
 

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