BASIC NAVIGATION OUTSIDE SAFE ZONES
1. Travel speedThese are the general rule of how quickly characters will move around on land. It is important to note that different areas may have movement penalties to these basic values.
Walking: 100 paces per travel turn.
Running: 200 paces + [2 x Athletics] per travel turn.
Note that, while running is much faster than walking, it may not be possible in certain situations (such as escort missions) and significantly reduces your character's ability to remain inconspicuous, as will be explained below.
2. Walking"Why waste time walking when I can just run anywhere?"
This may be a valid question, but walking offers many advantages over running:
- Walking characters recover CP, HP, and MHP every travel turn as though it was a rest turn in combat.
- Walking allows characters to sneak more efficiently, reducing risk of facing encounters and providing significant benefits when entering combat.
- Walking allows your character/team to track more efficiently, using the Survival skill.
Therefore, while it may be tempting to just run everywhere, the tactical benefits of walking cannot be ignored in many situations.
3. RunningRunning has one very useful and very obvious advantage over walking: it is much faster. However, this increase in travel speed comes with its fair share of inconveniences:
- Running characters
do not recover HP, MHP or CP while traveling.
- Running characters reduce the efficiency of their tracking by 50%.
- Running characters suffer penalties for sneaking (see the specific section on this below).
Therefore, you have to carefully evaluate in which situation running is a priority. You know what they say about what wins races!
4. Rolling encountersEvery travel turn your team is moving outside of a safe zone, its leader (or anyone available) posts one encounter roll.
To determine if and/or what encounter they face, refer to the table at the beginning of that zone's thread.
Example:Your team is walking along the road in the Suiran Forest, heading for Kokoyashi Village. For your team's first travel turn, your leader rolls a random number between 1 and 100 to determine if you meet an encounter (or not). The result:
38.
Travelling on the road, you look at the "road" table, which is the following:
1. Road
01 - 75 : Nothing
76 - 80 : Bandits
81 - 85 : Bear
86 - 90 : Boar
91 - 95 : Wolves
96 - 99 : Puma
100 : SasquatchHaving rolled a 38, your team falls in the "Nothing" range, and therefore faces no threat this turn. Your team can therefore immediately post their next travel turn, add the distance and roll a new encounter check.