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<blockquote data-quote="Lanefan" data-source="post: 3618261" data-attributes="member: 29398"><p>I dreamed up my own a long time ago; it's not that difficult.</p><p></p><p>Instead of plugging a bunch of numbers in here, I'll just give the basic ideas and you can then design your own.</p><p></p><p>First thing is, you need to know what is about "normal" for the location and season; you should quasi-build this in during world design, because without it any weather table becomes meaningless. A vague idea is all you need...OK, it's a west coast in the fall; normal is going to be rain to the north, cloudy to the south, low-high temp's about 5-15C, winds probable.</p><p></p><p>Next, come up with a series of % tables for each general climate zone (arctic, temperate forest, plains, desert, coast rainforest, desert, etc.) to determine the general conditions for a given day. This might be all you need if weather is not important, except:</p><p></p><p>You'll need - more often than you might expect - a table for windspeed and direction. Direction's easy - a d8 will do. But if you want to get accurate with windspeed you have to fudge a bit to suit your conditions roll. Example: if your conditions roll says "fog" and your windspeed roll says 35 mph, you've got something that cannot usually exist...try again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Between those two, you should be mostly set. However, if you're a weather geek like me and want to get really carried away:</p><p></p><p>Next, come up with a table (very small one) to determine if conditions are improving, remaining the same, or deteriorating.</p><p></p><p>And one to determine if the wind is increasing, staying the same, or decreasing.</p><p></p><p>Then, come up with a % table for temperature vs. normal (very hot, hot, warm, normal, cool, etc.); oh, and you'll need to know if the temp. is rising, falling, or staying put in relation to what you've decided is "normal".</p><p></p><p>You'll find, after doing this the long way for a while, you get pretty adept at coming up with weather conditions on the fly without going through all the rolls...just a few key ones backed by whatever scene you want to set.</p><p></p><p>Oh, and don't forget to factor in corner cases like dust storms (where appropriate), ash falls from distant volcanic activity, even eclipses if you haven't figured out their frequency in other ways...</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3618261, member: 29398"] I dreamed up my own a long time ago; it's not that difficult. Instead of plugging a bunch of numbers in here, I'll just give the basic ideas and you can then design your own. First thing is, you need to know what is about "normal" for the location and season; you should quasi-build this in during world design, because without it any weather table becomes meaningless. A vague idea is all you need...OK, it's a west coast in the fall; normal is going to be rain to the north, cloudy to the south, low-high temp's about 5-15C, winds probable. Next, come up with a series of % tables for each general climate zone (arctic, temperate forest, plains, desert, coast rainforest, desert, etc.) to determine the general conditions for a given day. This might be all you need if weather is not important, except: You'll need - more often than you might expect - a table for windspeed and direction. Direction's easy - a d8 will do. But if you want to get accurate with windspeed you have to fudge a bit to suit your conditions roll. Example: if your conditions roll says "fog" and your windspeed roll says 35 mph, you've got something that cannot usually exist...try again. :) Between those two, you should be mostly set. However, if you're a weather geek like me and want to get really carried away: Next, come up with a table (very small one) to determine if conditions are improving, remaining the same, or deteriorating. And one to determine if the wind is increasing, staying the same, or decreasing. Then, come up with a % table for temperature vs. normal (very hot, hot, warm, normal, cool, etc.); oh, and you'll need to know if the temp. is rising, falling, or staying put in relation to what you've decided is "normal". You'll find, after doing this the long way for a while, you get pretty adept at coming up with weather conditions on the fly without going through all the rolls...just a few key ones backed by whatever scene you want to set. Oh, and don't forget to factor in corner cases like dust storms (where appropriate), ash falls from distant volcanic activity, even eclipses if you haven't figured out their frequency in other ways... Lanefan [/QUOTE]
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