Tuesday, October 6, 2020

Surviving Under the Dark Sun - Wind

The rolling dunes of the sandy wastes and the plains of stone do little to block the strong winds funneled into the Tablelands from the north. Open areas without natural windbreaks, such as mountains and rocky badlands can experience fierce wind storms. These storms can cause sandstorms, but what if there's not enough sand to create a large sandstorm, such as over rocky badlands, or if the wind isn't strong enough to create one.
Strong winds can cause other problems, other than sand and silt blowing around. Wind can easily throw off the trajectory of missile weapons, especially at far ranges. Strong enough winds can even make it difficult to fight in melee.
The rules presented below will be for AD&D second edition and will be for the sole purpose of making your Dark Sun a little more challenging for your players. I view Dark Sun as the "hard" setting for AD&D, so I do not hesitate to make my player characters a little more uncomfortable.

The Dungeon Master can use the table below for the effects of wind in their games. Remember that the penalties apply to the player characters and the foes they're doing battle with. Wind speeds can change quickly and Dungeon Masters are encouraged to keep their players informed when wind speed changes, as their characters will be immediately aware of it.

Wind Velocity MPH Wind Velocity KPH Missile Combat Melee Combat Move vs. Wind
0 to 10 0 to16 -
11 to 20 17 to 32
21 to 30 33 to 48
31 to 45 49 to 72
46 to 60
73 to 97
61 to 75 98 to 121
76 to 80 122 to 129
81 +
130 +

Wind Velocity indicates the speed of the wind. This represents the speed range of the wind and any given time. It is especially important to keep players informed when the velocity changes from one category to another.
Missile Combat indicates the penalty to combat rolls involving missile weapons. The first column is for short range. The second column is for medium range and the last column is for long range. As an optional rule, sling stones and bullets have more mass than arrows and use the penalties of the row one below the current wind speed.
Melee Combat indicates the penalty to combat and damage rolls involving melee weapons. These penalties are cumulative with all other penalties, including temperature, magical adjustments, and injuries.
Move vs. Wind indicates the fraction of movement allowed when walking against the wind. When walking perpendicular to the wind, use the row below the current wind velocity. Movement penalties are cumulative with injury penalties, but not with temperature penalties. The DM should use their judgement on which penalties are cumulative and which penalties take precedence.

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