English edition v1.3.3

#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 attributes +5 score → +10 score:

  • 0~10 scale (2× of core 0~5)
  • All modifiers ÷2 (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 the core 00-05 §9 Ki-jin state for 1 combat.

#4. Location-Based Injury

Core Energy → location-based Energy:

  • Head·torso·arm ×2·leg ×2 = 6 body parts.
  • Each part's Energy = core Energy / 2.
  • When a part reaches 0, that part's effect applies (movement -2 when a leg reaches 0, etc.).

#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

AxisCoreExpanded Edition
Sheet creation30 minutes60 minutes
Combat time per 1 session30 minutes60 minutes
Rulebook length600 pages1000+ pages
Precisionmediumvery high

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."