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

AxisCoreLightweight Edition
Sheet creation30 minutes10 minutes
Combat time per 1 session30 minutes15 minutes
Rulebook length600 pages100 pages

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."