I have seen the criticism that the v1 and v2 rules gave players certainty that the wind definitely wouldn't change on turns 1-4, 6-9, etc. And the wind change table gave a 50:50 chance of a wind change, so the wind changed every 10 turns, on average.
The v3 rules say to roll every turn, if you get a 0, roll on the wind change table, and the wind change table still has a 50:50 chance of a wind change. So the wind might change on any turn, but the chance of a wind change each turn is 1 in 20, which means the wind changes every 20 turns, on average.
Is that right, or have I missed a revised wind change table to go with the "roll each turn and on a 0, the wind might change"?
You have read it correctly for the most part, (actually 3.2 in the 2014 rules)
The Wind Adjustment Table has no result for dr = 0-5, so it is actually only a 40% chance of a change on that chart, and with the Wind Adjustment die roll each turn needing a 0 to activate, the net change is a 4% chance of wind change each turn.
The critical part is that it is each turn, rather than every 5th turn, which means players have less certainty about when the wind can't change.
In the upcoming Flying Colors Vol IV. - Under the Southern Cross, it seems highly likely that Wind Force will also be subject to change.
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The reason for the change (which you have correctly understood) is that in Age of Sail battles, it was not very common for the wind to abruptly change in such a way that it affected the battle in any meaningful way. Not that it didn't happen, just that it was rare.
But as Minedog points out, the real goal of the change was to eliminate any predictability as to when the wind might change on you. The old rule guaranteed no wind changes except on turns with a multiple of 5, which allowed the players to plan on the wind being static for at least that long. The change eliminates that certainty, which is a good thing.
- Last edited Mon Jul 25, 2016 8:24 pm (Total Number of Edits: 1)
- Posted Mon Jul 25, 2016 8:24 pm