English edition v1.5
#Rules Expansion Guide (Simulation Enhancement)
Contents
#§ Situation
Rules refinement for simulation, competitive, and tactical campaigns. Deeper than the core.
#§ Expansion Areas
#1. Attribute Precision
Core 6 attribute modifiers (-3~+3) → half-step subdivision (-6~+6, 0.5 units ×2 integerized):
- Core modifier ×2 scale (core +3 → +6)
- ÷2 when applied to all checks·formulas (maintaining balance)
- Can express fine differences
#2. Skill Subdivision
Core 36 skills → 36 + 18 = 54 skills:
- Swordsmanship → split into dagger·longsword·two-handed sword
- Archery → split into shortbow·longbow·composite bow
- Unarmed Combat → split into fist·joint·strike
- etc...
#3. Multiple School Holding
- Core 1 PC 1 school → 2 schools possible at Master (4 points) or higher.
- However, the skills of the two schools must be the same (e.g.: Swordsmanship 2 schools).
- Ki-jin penalty (one-breath limit -1, 5→4) — mental dispersion from maintaining two doctrines simultaneously. Maintain this expansion's 00-05 §9 Ki-jin state for 1 combat.
#4. Location-Based Injury
Core Wounds → location-based Wounds:
- Head·torso·arm ×2·leg ×2 = 6 body parts.
- Each part's Wounds = core Wounds divided and assigned across parts (weighted toward the torso).
- When a part reaches 0, that part's effect applies (movement -2 when a leg reaches 0, etc.). Sum of all parts at 0 = incapacitated (core life-or-death check).
Energy is an action resource that resets each round, so it is not divided by part. Injury accumulation is tracked with Wounds.
#5. Firearm Precision
Core firearm simplicity → firearm precision:
- Track gunpowder reserves (1 shot = 1 gunpowder).
- Reload time (matchlock 5 rounds·musket 8 rounds).
- Firearm malfunction (1/100 probability).
#6. Political·Economic Simulation
Core asset simplicity → asset precision:
- Track stipends·taxes·interest·inflation.
- Domain income·expenditure (strengthening the 1st-expansion domain system).
- Trade price fluctuation (by region·season).
#§ Expansion Effect
| Axis | Core | Expanded Edition |
|---|---|---|
| Sheet creation | 30 minutes | 60 minutes |
| Combat time per 1 session | 30 minutes | 60 minutes |
| Rulebook length | 600 pages | 1000+ pages |
| Precision | medium | very high |
#§ Recommended·Not Recommended
Recommended:
- Simulation·tactical campaigns
- Simulation PCs (like detail)
- Long-term campaigns (cumulative precision effect)
Not Recommended:
- Casual·beginner PCs (time burden)
- Short sessions (long combat time)
- Cinematic·manga tone (detail blocks the flow)
#§ Anti-Patterns
- Only some PCs become familiar after introducing the expansion: a gap arises.
- GM finds it hard to track all the precision: time shortage.
- Introducing the expansion + various modules at once: complexity explosion.
"Detail is depth. But if the depth is too great, the PC drowns."