måndag 22 oktober 2018

10 weather features for wilderness encounters

As mentioned earlier, I've been trying to come up with simple setups and situational rules that make random wilderness encounters more tactically interesting without turning them into elaborate set-pieces. Turns out, the always-excellent Emmy Allen had included several in her Narrative Wargame of Chivalric Medieval Romance. Still, many of these ideas were not mechanically explicit, or included things that are hard to recreate in a game with several players and one referee. So I re-wrote the list to make it more mechanically specific. I've used ICRPG notation, so to use it with another system consider hard/easy to be disadvantage/advantage or bonus/penalty, and target to mean AC/DC/TN or any other number that you need to meet or beat to succeed with your action if you use roll-over, or a number to be added to your die roll if you play roll-under.

Also, if you're new to the series, by "board" I refer to any physical surface or visual aid used to frame and represent the spatial relations of the fictional location where an encounter or similar takes place: grid, battle mat, tabletop, graph paper map, wilderness tile, Legos, chessboard...
source: Aths-Art

Random Weather Conditions (adapted from Dolorous Stroke)

Roll 1d12 (or 1d20, depending on how frequent you want weather conditions to be.)
1. Sunrise. In the raking light of the rising sun, normal actions relying on sight are HARD for characters facing East, but deciphering petroglyphs, magical writing and seeing the invisible is EASY.

2. Sunset. Every other round, target increases by +1 (max +5) as darkness decends.

3. Clearing heavens. Every other round, target is reduced by -1 (min -3) as sun breaks through the overcast skies.

4. Searing heat. Physical actions are HARD for all characters wearing heavy armor (plate, or +5 or more ARMOR).

5. Gale. Perception checks, ranged weapon use is HARD, and orders don't carry far in the wind.

6. Blasting Winds. On a 1d4 timer, all actions become HARD for a round, and any exposed and weak terrain feature has a 1-in-6 chance of falling down.

7. Lightning storm. Divide the board in 6 sectors. On a 1d4 timer lightning strikes, hitting the most standout target in a randomly determined sector for 1d12 damage and automatic knockdown. Factors that make a target stand out:
i. elevation,
ii. height relative to neighboring elements (a Large model near Medium models, a Small near no-one),
iii. metal worn
iv. height
If no-one stands out (for example if everyone throw themselves to the ground), decide at random.

8. Lashing rain. The rain makes the ground slippery and visibility poor. Dexterity, perception and ranged weapon use is HARD.

9. Fog. Line of sight is reduced to 6 squares; beyond that it is impossible to discern friend from foe or even characters from objects. Models and terrain are deployed as markers that are only revealed when a PC is within this range and hidden again once out of range. All markers (including those representing unrevealed terrain) move at a speed of 2 squares during the referee's turn.

10. Biting cold. Fumbles occur on both 1 and 2.

11+. Perfect conditions.

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