Pressure

Combat Pressure System

Forward — Why This Exists

Combat in this world is not only about strength or spells.
It is about tempo, decisiveness, and experience.

Veteran fighters do not pause to debate every swing.
Elite enemies do not wait patiently while plans are formed.
Hesitation creates openings — and those openings are exploited.

The Combat Pressure System exists to model this reality.

It introduces urgency, risk, and immersion by tying enemy competence and battlefield control to how much time and space the party has to think, coordinate, and react.
As the party grows more experienced, so does their ability to operate under pressure — not just through levels, but through earned tactical mastery.

This system is not meant to punish.
It is meant to make dangerous foes feel dangerous, and victories feel earned.


What Is Combat Pressure?

Combat Pressure represents how tightly contested, coordinated, and lethal an encounter is.

Pressure is:

Pressure affects:


Pressure Levels

Level Name Description
0 Introductory New players, chaotic or untrained enemies
1 Low Instinct-driven foes, little coordination
2 Medium Organized groups, basic teamwork
3 High Trained units, tacticians, intelligent monsters
4 Extreme Elite, battle-hardened, lethal opponents

Pressure is set at the start of combat and may change during the encounter.


Decision Time Limits

These limits represent time to commit to an action, not to resolve it.

Pressure Time to Act
0 No limit
1 ~2 minutes
2 ~1 minute
3 ~45 seconds
4 ~30 seconds

If a player has not clearly committed to an action when time expires, the DM may trigger a Pressure Interrupt.


Pressure Interrupts (DM Tool)

At Pressure 1–4, the DM may interrupt the flow of combat to reflect enemy dominance.

A Pressure Interrupt may:

Pressure Interrupts should:


Tactical Tokens (Party Resource)

To balance urgency, the party gains a shared pool of Tactical Tokens.

Token Pool

Spend 1 Token to:

Without spending a token:


Dynamic Pressure Changes

Pressure is not fixed. It rises and falls with momentum.

Pressure May Increases When:

Pressure Decreases When:

Pressure may change by 1 step per round, unless a major turning point occurs.


Pressure Limits

Optional:
If Pressure drops by 2 total levels in one encounter, the party may regain 1 Tactical Token. giving the feeling of the tide of battle turning in their favor


Design Principles

This system exists to turn combat from a puzzle into a lived moment.


DM Reminder

Use Pressure to:

Do not use it to:

When Pressure is high, the battlefield is alive — and it does not wait.