Typically, in the
games I have played in, weather does not have a meaningful role
besides adding to the atmosphere (despite D&D 5th
edition, the newest edition at the time I am writing this, having a
fatigue system). Sometimes, weather is completely left out and not
even mentioned over the course of the entire campaign. As I result I
thought it fit to go over some general strategies to let weather play
a bigger role. As usual, this piece applies to all tabletop
role-playing games but will have an emphasis on D&D 5th
edition.
When to Use It
Unless the
campaign is set somewhere that would make the weather a constant
factor, making it have a mechanical effect should be used sparingly.
There is going to be certain types of campaigns were it will need to
play a major role at almost every turn (a campaign in the desert or
on a ship). For the majority of them, however, the weather will
mostly create atmosphere. In these kinds of cases one or two lines
describing the weather and how it affects players would be enough
(interlacing this with character actions also makes it feel more
thematic). I would also say that weather should only be described
when the weather changes, when it directly affects an action they are
taking, or when players ask. Having the weather change, villagers
comment on it and the occasional extreme helps flesh out regions and
in campaigns were there is a lot of travelling, helps give each area
an identity.
When to Use a Fatigue System
Naturally, if the
weather somehow makes the characters hungrier, thirstier or more
tired more quickly and the rule system already has a fatigue system
(D&D 5th edition, I'm looking at you), it is straight
forward to apply that same system. If it doesn't you'll have to make
one up, applying penalties you think are fair. It is also worth
noting if the effects can be lessened or ignored by travelling slower
and more carefully (either giving advantage to the check, ignoring
the check all together, or rolling checks less often).
When Not to Use a Fatigue System
I generally say
that if the effects of the weather go away when characters step
indoors, then the fatigue system shouldn't be used. This gives the
Dungeon Master more freedom to have effects for strange and possibly
magical weather (for those times you find yourself on an alternate
plane of existence). Most of the time, the major effects will be
penalties to perception checks to see people in the distance and
perception checks for detecting creatures for the purposes of
determining surprise (in this case, I would suggest to use the
concealment system currently in D&D). However, the weather could
add additional penalties or bonuses. The weather and type of terrain
will also determine how far away you would have to be for concealment
to apply (open plains and a very clear day would allow for very long
distances). An example of a bonus would be a particularly good day
for sailing may increase the speed a ship moves.
Conclusion
Though this is
shorter than my usual pieces, I hope it got people thinking about
weather as an element of a campaign or session. In the case of areas
with mild weather, I feel using such elements can really add to a
game and help build the world. In campaigns built around extreme
environments, I feel it can make a game memorable. If there are
particularly good examples of weather being used in your games, I
would love to hear them.
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