Using Tension to power special attacks, a rules idea I found
Posted: Mon Nov 08, 2010 1:55 am
Found this game today: http://touhou.wikia.com/wiki/Touhou_Dan ... gi_Flowers
In defense of my sanity, I read it out of curiosity rather than desire to play.
I bring it up because of its Tension system. Has anything like this been brought up before? The way it works is, when you roll a test to do something, the closer to your target number you are, the more Tension points you earn. Then you spend Tension points to power special attacks. Breakdown: If you win the roll by less than 3 points, in addition to succeeding at what you were trying to do, you get 4 tension. Win by more than 3 points, 2 tension. Lose by less than 3 points, 2 tension. Lose by more than 3 points, 1 tension. If it's a contested roll, both sides get tension. If it's a tie, the winner is decided by rock paper scissors, then the winner gets 8 tension and the loser gets 4 tension. Rule to keep fights from becoming more and more lopsided: If you take enough damage, you get a significant Tension bonus for being in a pinch.
Side effects. Not having played the game I'm guessing here, there might be a hole in the rules somewhere that ruins this, but:
1. Two duelists tend to slug it out for a while, then one steps back and says, "Now for my secret technique!" spending all his Tension. If the victim survives, they've probably gotten a tension bonus for being pushed around, and can now launch their desperate counterattack. If the other guy survives that, they're both spent and start slugging it out again until the cycle repeats. (And because of a quirk of the rules, it's almost impossible to take someone out with just one special attack, no matter how powerful) What kind of fight does that sound like?
2. (Advanced) Chargen is point based, and you buy flaws that take away from your rolls from the same pool you buy skills that add to your rolls, because they're useful. On any given roll you can choose up to two skills (or flaws etc, the game calls all of them skills) to apply to the roll. This lets you fine tune your actual skill level in an attempt to increase tension by coming closer to a target number that would normally be pretty easy. Of course, you have to guess at how hard the task actually is first, that kind of information isn't free. The flaws tend to be things that would afflict a person in the normal course of events, but could be set aside in an emergency, such as laziness or a short attention span... when the big boss comes out, it's time to get off your ass and focus instead of watching the birds fly by, but if you're just fighting mooks, well, a little comic relief never hurt nobody, and my god would you look at that seagull? We're miles from the sea.
3. Just thought of this one. If you're the big boss and you're facing the plucky hero, even if you overpower him significantly, you may want to turn on some flaws and try to build some tension, because if the plucky hero gets his "Pinch!" bonus for you beating his ass, he may launch his special technique at you and you won't have the tension to respond with your own special technique.
The rules bend in places. It's possible to build a pretty kick ass character that ignores tension and just defeats people through sufficiently sustained aggression... but they don't get to launch any cool special attacks.
Do you think it could be adapted? OVA is one of the very few games I can convince my friends to play as a one off, and none of us have the stamina for a campaign.
(PS if you're actually interested in that game, note a significant translation error: Dodge is intellect + reflex, not insight + reflex. It's amazing how that error throws the game insanely out of balance. Personally I think the game's pretty bad, even after you account for the fan-translation.)
In defense of my sanity, I read it out of curiosity rather than desire to play.
I bring it up because of its Tension system. Has anything like this been brought up before? The way it works is, when you roll a test to do something, the closer to your target number you are, the more Tension points you earn. Then you spend Tension points to power special attacks. Breakdown: If you win the roll by less than 3 points, in addition to succeeding at what you were trying to do, you get 4 tension. Win by more than 3 points, 2 tension. Lose by less than 3 points, 2 tension. Lose by more than 3 points, 1 tension. If it's a contested roll, both sides get tension. If it's a tie, the winner is decided by rock paper scissors, then the winner gets 8 tension and the loser gets 4 tension. Rule to keep fights from becoming more and more lopsided: If you take enough damage, you get a significant Tension bonus for being in a pinch.
Side effects. Not having played the game I'm guessing here, there might be a hole in the rules somewhere that ruins this, but:
1. Two duelists tend to slug it out for a while, then one steps back and says, "Now for my secret technique!" spending all his Tension. If the victim survives, they've probably gotten a tension bonus for being pushed around, and can now launch their desperate counterattack. If the other guy survives that, they're both spent and start slugging it out again until the cycle repeats. (And because of a quirk of the rules, it's almost impossible to take someone out with just one special attack, no matter how powerful) What kind of fight does that sound like?
2. (Advanced) Chargen is point based, and you buy flaws that take away from your rolls from the same pool you buy skills that add to your rolls, because they're useful. On any given roll you can choose up to two skills (or flaws etc, the game calls all of them skills) to apply to the roll. This lets you fine tune your actual skill level in an attempt to increase tension by coming closer to a target number that would normally be pretty easy. Of course, you have to guess at how hard the task actually is first, that kind of information isn't free. The flaws tend to be things that would afflict a person in the normal course of events, but could be set aside in an emergency, such as laziness or a short attention span... when the big boss comes out, it's time to get off your ass and focus instead of watching the birds fly by, but if you're just fighting mooks, well, a little comic relief never hurt nobody, and my god would you look at that seagull? We're miles from the sea.
3. Just thought of this one. If you're the big boss and you're facing the plucky hero, even if you overpower him significantly, you may want to turn on some flaws and try to build some tension, because if the plucky hero gets his "Pinch!" bonus for you beating his ass, he may launch his special technique at you and you won't have the tension to respond with your own special technique.
The rules bend in places. It's possible to build a pretty kick ass character that ignores tension and just defeats people through sufficiently sustained aggression... but they don't get to launch any cool special attacks.
Do you think it could be adapted? OVA is one of the very few games I can convince my friends to play as a one off, and none of us have the stamina for a campaign.
(PS if you're actually interested in that game, note a significant translation error: Dodge is intellect + reflex, not insight + reflex. It's amazing how that error throws the game insanely out of balance. Personally I think the game's pretty bad, even after you account for the fan-translation.)