BFRPG - Wind Determination Table

4th edition of the Basic Fantasy Role-Playing Game, (C) by Chris Gonnerman 2006-2023

Determining wind directions from the core rules of BFRPG, 4th edition.
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Prevailing Conditions

The wind is coming from a Roll on "Wind Direction" direction and is Roll on "WInd Conditions"


Subcharts

Wind Direction (d12)

d12 Result

1

northerly (N)

2

northeasterly (NE)

3

easterly (E)

4

southeasterly (SE)

5

southerly (S)

6

southwesterly (SW)

7

westerly (W)

8

northwesterly (NW)

9-12

locally prevailing

WInd Conditions (d100)

d100 Result

1-5

becalmed.


Sailing: 0 | Tacking: 0
Sailing ships cannot move. Oared ships may move at the given rowing movement rate.

6-13

a very light breeze.


Sailing: x1/3 | Tacking: x0

14-25

a light breeze.


Sailing: x1/2 | Tacking: x1/3

26-40

a moderate breeze.


Sailing: x2/3 | Tacking: x1/3

41-70

average.


Sailing: x1 | Tacking: x1/2

71-85

strong.


Sailing: x1 1/3 | Tacking: x2/3

86-96

very strong.


Sailing: x1 1/2 | Tacking: x0

Sailing against the wind (tacking) is not possible.

97-100

a gale force.


Sailing: x2 | Tacking: x0

Sailing against the wind is not possible, and ships exposed to a gale may be damaged or sunk; apply 2d8 points of damage to any such ship, per hour sailed.