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Thread: Windage Dice

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    One question; how do you indicate what the wind direction is when you are between two cardinal points? i.e. If the wind was South, and moves toward the SW, it only moves two points. Do you have an indicator that tells you that it is still technically out of the South?

    Your method seems pretty solid, and since probability has a 50/50 chance of going either direction, you get a satisfactory wind with the occasional shift I like the chits for this, though, because when you pull a potential direction shift, it reduces the possibility of the change happening, since there are only two chits of that type remaining in the cup and three of the other. the problem with using this for wind speed, is that once a change happens, probability resets. On future draws the chance of increase or decrease is 50%. This is not a problem for direction (other than tactically), since it happens gradually.

    Couldn't you use a die that indicates clockwise or counterclockwise for the same effect?

    I find the wind speed changes too fast by the standard rules, and the 50/50 probability for increase or decrease doesn't work, and that's why I developed the method to trend toward the starting wind, as well as increasing the chance of change. By the standard rules, There is a 1 in 25 chance of a speed change, which kind of means, if it happens you're stuck with it, because how many games last 25 turns?

    For our games, I came up with a wind speed below the Light Wind Gauge speed, and one above the High Wind Gauge speed. I'm working on a campaign game idea that gives the feel of taking a ship on a voyage, so the variable wind speed is important. Direction is arbitrary, and determined by the ship that has the weather gauge.

  2. #2
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    Good morning Dobbs.

    Quote Originally Posted by Dobbs View Post
    One question; how do you indicate what the wind direction is when you are between two cardinal points? i.e. If the wind was South, and moves toward the SW, it only moves two points. Do you have an indicator that tells you that it is still technically out of the South?

    If I am playing alone I simply move the indicator approx to the new heading, but if playing with friends, we just use the first two points as an indicator to the ships Master that the wind is trending and do nor=t act upon it until it reaches a Cardinal point.

    Quote Originally Posted by Dobbs View Post
    Your method seems pretty solid, and since probability has a 50/50 chance of going either direction, you get a satisfactory wind with the occasional shift I like the chits for this, though, because when you pull a potential direction shift, it reduces the possibility of the change happening, since there are only two chits of that type remaining in the cup and three of the other. the problem with using this for wind speed, is that once a change happens, probability resets. On future draws the chance of increase or decrease is 50%. This is not a problem for direction (other than tactically), since it happens gradually.

    Couldn't you use a die that indicates clockwise or counterclockwise for the same effect?
    I would think so, and I believe such dies do exist. It was just that as I had this one and it was purpose made I used it.

    Quote Originally Posted by Dobbs View Post
    I find the wind speed changes too fast by the standard rules, and the 50/50 probability for increase or decrease doesn't work, and that's why I developed the method to trend toward the starting wind, as well as increasing the chance of change. By the standard rules, There is a 1 in 25 chance of a speed change, which kind of means, if it happens you're stuck with it, because how many games last 25 turns?
    As you say, although I have only used it once, I noticed that it only changed twice in the whole game, and just slowed the whole movement down for most of the game.

    Quote Originally Posted by Dobbs View Post
    For our games, I came up with a wind speed below the Light Wind Gauge speed, and one above the High Wind Gauge speed. I'm working on a campaign game idea that gives the feel of taking a ship on a voyage, so the variable wind speed is important. Direction is arbitrary, and determined by the ship that has the weather gauge.
    I would very much like to see this system in action.

    Rob.

  3. #3
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    I would very much like to see this system in action.

    Rob.[/QUOTE]

    It's coming... It's slow going. I want to keep it quick moving, yet capture the feel, like SoG does on a tactical level. I have almost worked all of the bugs out of the "Chase" aspect. It is pretty much a game unto itself, and also gives players a way to disengage (or try to) from the tactical board.

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