English edition v1.3.3
#Combat-Tempo Variants
Contents
module-toggle: replaces the core combat round-handling speed
#Identity
Replace core combat (about ~3 minutes of real time per round) with a fast · cinematic · slow-cinematic style. Adjusts session length · campaign tone.
#§ Variant A: Fast (Fast Combat)
Adjustment:
- Cut round-handling time by 50% (1.5-minute target).
- Apply check results immediately — only a clear single effect.
- Ignore Critical Expansion · complex effects — only simple results.
- Enemy squads act automatically without a check, run by the GM (best Judgment).
Effect:
- 4~5 combats are possible within 1 session (1~2 in the core).
- Emphasis on action. Weakened simulation.
#§ Variant B: Cinematic (Cinematic)
Adjustment:
- 1 round = 1 "scene" (a film cut).
- Describe each PC's action in 1~2 sentences (a scene, not a simple check).
- On a Critical Hit the GM grants an extra narrative bonus (e.g., breaking a weapon · Intimidation of the enemy, etc.).
- Wounds are "tension" — Wounds 0 ≠ death, but "defeat" or "retirement."
Effect:
- A film · manga tone. Visual emphasis.
- Combat results are used as narrative branches.
#§ Variant C: Slow Cinematic (Slow Cinematic)
Adjustment:
- 1 round = 5 minutes of real time (×1.5 of the core).
- Cooperative GM · PC description for each action. Adds narrative depth.
- On a Critical Hit · lethal blow, guarantee 1 minute of description time.
- For squad-unit combat, describe only the branch points (omitting individual checks).
Effect:
- A single combat can take up 1 session. Emphasis on depth.
- Suited to duels · important combats.
#§ Core vs Alternative Comparison
| Axis | Core | A Fast | B Cinematic | C Slow Cinematic |
|---|---|---|---|---|
| time per 1 combat | 30 min | 15 min | 30 min | 60 min |
| description depth | medium | low | high (scene) | very high |
| simulation | medium | low | low | medium |
| combats per 1 session | 1~2 | 4~5 | 2~3 | 1 |
#§ Recommended Situations
- A Fast: casual · short sessions · many-combat campaigns
- B Cinematic: cinematic · manga tone · narrative emphasis
- C Slow Cinematic: duels · important climax combats
#§ Not Recommended
- A: simulation (lack of detail)
- B: simulation (scene-first weakens the numbers)
- C: many-combat campaigns (insufficient time)
#§ Transition Guide
- Core → Alternative: decide after a 1-session trial. All PCs agree at the point of transition.
- Alternative → Core: immediate return. Apply from the next combat.
"Fast combat handles ten thousand. Slow combat handles one person. Both are the way of the sword."