Wind Direction
#1
Posted 06 April 2012 - 01:56 PM
Also when the wind changes during the game, it can veer or back up to 2 points. I assume this is compass points, but how many points are we assuming on the compass as compasses can be depicted with different number of points (exstream case 360)
#2
Posted 07 April 2012 - 03:04 AM
The idea of the roll is to determine the wind direction with a D6; a 1 is due North (0 degrees), a 2 is 60 degrees, a 3 is 120 degrees, etc. Frankly, I like your idea of using a D8 and picking the compass point (it also gives my D8 something to do!). You actually could use any random method to determine the wind direction (my group has been known to use a kid's game spinner).I am a little confused as to the method for determining wind direction. The rules state "Roll a d6 to determine the direction the wind blows from. Shift direction clockwise 60 degrees as needed with "1" being north." I don't really understand what this means in practise. Can anyone explain this a bit better. (Its not a show stopper, currently I just roll a d8 and use a compass point)
Also when the wind changes during the game, it can veer or back up to 2 points. I assume this is compass points, but how many points are we assuming on the compass as compasses can be depicted with different number of points (exstream case 360)
As to what a 'point' is, the game uses a 32 point compass, so a single point is 11.25 degrees. (Not surprising; the author is a sailor, so the use of the sailing 32 point compass comes naturally).
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