Snorb wrote:Well, I'm glad bards are actually more useful in Ryuutama than they are in standard D&D! ('Cause, y'know, D&D bards have this sudden habit of dying.)
Well, it kinda helps that a lot of the things that are attached to classes in D&D and other games just aren't in Ryuutama- here classes are just the skills, rather than skills and hit points and fighting ability and weapon proficiency and spellcasting and whatever all else.
Anyway: Shopping.
The initial shopping trip in Ryuutama is actually much more of a communal rather than individual exercise, as not everyone can afford everything they need for the trip. As starting weapons are free, that is taken out of the equation, but as armor and such is pretty costly and out of practical reach for starting players, the first shopping session in the game should really be focused on picking up the really long-term necessities for the trip, like containers, pack animals, tents, and whatnot.
Of course, there is also the importance of carrying stuff, and I will have to say this- Ryuutama is the only game I've ever enforced encumbrance in, as it's far, far easier. Rather than having to add up all the individual weights and whatnot, characters have their carrying capacity listed in the amount of inventory spaces they have, and all items are classified as one of three sizes. Small items take up one space, Medium items take up three spaces, and large things take up five. Unconscious party members take up five spaces. Which is apparently something Okada is quick to inform his players about.
Containers like backpacks and chests and barrels and whatnot take up a certain number of spaces, but can hold more spaces than they take up, usually around double. The chest holds triple, but inflicts penalties if it's carried by a human, so pack animals are pretty much inevitable if you want to lug around everything you'll need for the trip. Also, much to the consternation of Rob Liefeld, characters are only allowed one pouch.
Now items can have modifiers that affect the price up or down. Quality modifiers are multipliers, while magical properties are fixed costs. There are a number of quality modifiers that basically have no effects other than in roleplay. Cute and Beautiful on the upwards side, Gross, Smelly (the smell never goes away, ever), and Uncool on the downwards side. There are a number of effects on the quality end, such as some item bonuses, increased or decreased durability, even inventory space adjustment. There are only a few magical properties, such as walking items you don't have to carry, shining items that give off light like a torch, and the most expensive magical enhancement of all- a +1 item.
First off, though, there's facilities, which are basically services you can pay for while in towns, cities, and other settlements. Food, Inns, item repair, the post office and shipping, as well as things like the laundry, the baths, the news, and even some reasonably accurate weather prediction. Some do have restrictions based on the size of the settlement, so you can't walk into a backwoods farming town and expect a royal hotel suite (quality of food and lodgings does have game effects). There are also trade goods and other regional specialties, which basically exist to be bought and sold by the merchant. They aren't specified, as they will vary by settlement, so they're grouped into three types: small (spices, small crafts, jewels), medium (fruits, vegetables, etc.) and Large (furniture and other similar craftwork).
So, there are weapons and armor. We've already covered weapons, and armor in this game reduces damage rather than makes it more difficult for enemies to score a hit you. In fact there are penalties for heavier armor to your ability to evade attacks, and also penalties to the movement part of the travel day. And don't sleep in heavy armor. Bad juju. Shields work in very interesting ways that are actually best saved for when I get to how combat works. Anyway, considering how much other travel stuff you have to buy, and the relatively high cost of armor, it's something best left to be bought later. Besides, you folks shouldn't really be looking for fights anyways (doesn't mean they won't happen, but best not to take too many chances).
Then there's travel gear, which covers hats, shoes, capes/cloaks, and staff, which a player may only equip one of each at any given time. These give bonuses against weather and terrain, and the rule of thumb is that hats and capes give bonuses for dealing with weather, and shoes and staves are for dealing with terrain.
Then there are animals, and there are two real types. Riding animals, which give bonuses to movement over relatively easy terrain normally, and pack animals, which are there to carry all your junk. They both come in normal and large. Large Pack animals can carry much more stuff, and large riding animals can carry four people instead of one. The actual nature of what animals these are is, of course, left to the GM. There are no wagons in the core book, so you'll have to hold off on duplicating your Oregon Trail misadventures until the first supplement is out. Animals can also be modified like equipment, to be more loyal, plus riding animals can be trained at a high cost to confer their bonus on any terrain.
And then we get to the miscellany- anything else that you might need for the trip, like the all-important rations and waterskins, sleeping bags and various kinds of tents (one of the NPCs in the campaign I ran had an uncool tent. It's distinctive, he says). and all of the various other things that one might need or want for the road, such a rope, torches, tools, utensils and such. Don't forget the soap and washing set, because being able to banish your dirty laundry to be cleaned in the Land of the Laundry Knights is a mid-level spell, not a low-level one.
To make some of this shopping easier, the game also provides "kits", for both individuals and the party, which are basically bundles of goods and necessities with the costs and carrying requirements already figured for the players. It's a really good time saver that I wish more games would pick up on.
This is where herbs, and where they are found are plus their effects when used as not part of the Healer's treatments. A lot of them do have enhancing effects on magic, like, allies being caught in the area of the user's attack spell taking no damage. Herbs can only ever be found not bought.
The real time-saver, stuff-wise, are what the designer calls the "picnic rules", which gives everyone and the party appropriate kits and turns off food and water tracking. Basically, the tradeoff is that you can start playing as soon as everyone has a character ready to go and that the players don't have to worry about the basic necessities like food and water, but it also means that players don't really get a choice of what they would have spent their initial money on, as they get no starting cash.
Next time: Magic.