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<blockquote data-quote="Foxwarrior" data-source="post: 6471048" data-attributes="member: 81225"><p>How did you manage to keep your enthusiasm for the project going for so long if your friends didn't support you?</p><p></p><p></p><p></p><p>What about using a tree setup, but with a few blanks at each level for putting in moved or custom skills?</p><p></p><p></p><p></p><p>Well, Perception doesn't seem to exist any more, but maybe you renamed it Awareness, in which case contact lenses probably should only add to your specific Vision skill. Being able to strive on despite your wounds with a feeling of crystal clarity is a thing I may have heard described before, so it's totally perfectly reasonable.</p><p></p><p></p><p></p><p>I've found that people don't just want a reality simulator, they want an in-character genre simulator, where the genre is not detached from reality. It's good to be able to really think like a character in the game world, and being attached to reality makes that easier, but we're also trying to play a game that provides entertainment. All games also require a significant level of abstraction (even computer games can't completely faithfully represent protein folding in real time); you can't actually make a reality simulator, you have to abstract away quite a lot of the things that are in reality, you can only choose what and how to abstract to keep the parts that are important for the game and the things people are supposed to do in it.</p><p></p><p></p><p></p><p>A minute game time, sure, but there's some real time overhead involved in playing through a round, asking each player what they want to do. As a general rule, if you can make players accomplish twice as much in a turn without denying their opponents enough of an opportunity to react, you definitely should.</p><p></p><p></p><p></p><p>And that's not even 13 damage per round, that's 13 damage with maximum luck, setup time, and two characters against one.</p><p></p><p></p><p></p><p>Is the slow lumbering hulk the sort of person who takes multiple attacks per round?</p></blockquote><p></p>
[QUOTE="Foxwarrior, post: 6471048, member: 81225"] How did you manage to keep your enthusiasm for the project going for so long if your friends didn't support you? What about using a tree setup, but with a few blanks at each level for putting in moved or custom skills? Well, Perception doesn't seem to exist any more, but maybe you renamed it Awareness, in which case contact lenses probably should only add to your specific Vision skill. Being able to strive on despite your wounds with a feeling of crystal clarity is a thing I may have heard described before, so it's totally perfectly reasonable. I've found that people don't just want a reality simulator, they want an in-character genre simulator, where the genre is not detached from reality. It's good to be able to really think like a character in the game world, and being attached to reality makes that easier, but we're also trying to play a game that provides entertainment. All games also require a significant level of abstraction (even computer games can't completely faithfully represent protein folding in real time); you can't actually make a reality simulator, you have to abstract away quite a lot of the things that are in reality, you can only choose what and how to abstract to keep the parts that are important for the game and the things people are supposed to do in it. A minute game time, sure, but there's some real time overhead involved in playing through a round, asking each player what they want to do. As a general rule, if you can make players accomplish twice as much in a turn without denying their opponents enough of an opportunity to react, you definitely should. And that's not even 13 damage per round, that's 13 damage with maximum luck, setup time, and two characters against one. Is the slow lumbering hulk the sort of person who takes multiple attacks per round? [/QUOTE]
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