English edition v1.3.3
#Rules Reduction Guide (Lightweight Edition)
Contents
#§ Situation
Rules simplification for beginner PCs, casual campaigns, and short sessions. Sacrifices some of the core precision.
#§ Reduction Areas
#1. Attribute Reduction
Core 6 attributes (Courage·Finesse·Physique·Wisdom·Presence·Fate) → 4 attributes:
- Attack = average of Courage+Finesse
- Defense = average of Physique+Finesse
- Social = average of Wisdom+Presence
- Fate = Fate (as-is)
#2. Skill Reduction
Core 36 skills → core 12 skills:
- Weapons: Swordsmanship·Spearmanship·Archery·Unarmed Combat
- Mystic: Sorcery·Exorcism
- Mobility: Footwork·Navigation
- Exploration: Scouting·Herbalism
- Command: Military Science·Negotiation
The remaining skills are handled at GM discretion.
#3. School·Special-Technique Reduction
- School: only the basic 1 school (Licensed·secret art simplified).
- Special techniques: limited to 5 types of general special techniques.
#4. Squad Rule Simplification
- Squad grades: 5 grades → 2 grades (small·large).
- Squad tactics: 1 tactic per 1 unit.
#5. Energy·Wounds Simplification
- Energy max 10 (core ~20).
- Wounds are integers only (core decimals ±0.5).
#§ Reduction Effect
| Axis | Core | Lightweight Edition |
|---|---|---|
| Sheet creation | 30 minutes | 10 minutes |
| Combat time per 1 session | 30 minutes | 15 minutes |
| Rulebook length | 600 pages | 100 pages |
#§ Recommended·Not Recommended
Recommended:
- Introducing beginner PCs
- Casual convention sessions
- 1-session short pieces
Not Recommended:
- Simulation·competitive campaigns (lack of precision)
- Long-term campaigns (monotonous growth)
- Campaigns leveraging this expansion's abundant materials (materials hard to use)
#§ Anti-Patterns
- Forcing core materials after introducing the lightweight edition: dissonance from lack of precision.
- Forcing the lightweight edition without PC consent: PCs may want the core depth.
"Rules are tools. If a tool is too heavy, you cannot lift it. But if it is too light, it cannot do the job."