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<blockquote data-quote="Lanefan" data-source="post: 4615932" data-attributes="member: 29398"><p>'Bout the only thing most random weather generators are any good for is determining the weather on the very first day of your campaign. After that, you're better off just rolling some dice (skewing the odds towards normality for the season and location) to see how it's trending from yesterday.</p><p></p><p>So, if it's midsummer in a typical temperate climate and your random generator gives "heavy rain, windy, very cold" on Day 1, then for Day 2 you'd roll d% for each condition:</p><p></p><p>1. pretty much anything less than 99% means the rain has at least eased off; less than about 80% means the rain has stopped; less than 60% means the sun has partly come out; and less than 40% means it's sunny;</p><p>2. same for wind...the average summer day has at least *some* breeze, so your median roll wants to indicate a light breeze; to continue yesterday's "windy" you'd need over 90%, and it'd take about 97% to increase to "very windy";</p><p>3. much the same as above; skew wildly toward normal and only allow an extreme roll to enhance or continue the unusual weather.</p><p></p><p>That said, if the mood you're trying to set demands a thunderstorm, then there's a thunderstorm. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Lane-"the climatology I studied in college has to be useful for something"-fan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4615932, member: 29398"] 'Bout the only thing most random weather generators are any good for is determining the weather on the very first day of your campaign. After that, you're better off just rolling some dice (skewing the odds towards normality for the season and location) to see how it's trending from yesterday. So, if it's midsummer in a typical temperate climate and your random generator gives "heavy rain, windy, very cold" on Day 1, then for Day 2 you'd roll d% for each condition: 1. pretty much anything less than 99% means the rain has at least eased off; less than about 80% means the rain has stopped; less than 60% means the sun has partly come out; and less than 40% means it's sunny; 2. same for wind...the average summer day has at least *some* breeze, so your median roll wants to indicate a light breeze; to continue yesterday's "windy" you'd need over 90%, and it'd take about 97% to increase to "very windy"; 3. much the same as above; skew wildly toward normal and only allow an extreme roll to enhance or continue the unusual weather. That said, if the mood you're trying to set demands a thunderstorm, then there's a thunderstorm. :) Lane-"the climatology I studied in college has to be useful for something"-fan [/QUOTE]
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