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<blockquote data-quote="Foxwarrior" data-source="post: 6472153" data-attributes="member: 81225"><p>That's actually a pretty good example. For a Gilmore Girls social RPG (I'll guess wildly based on a position of no actual knowledge about the show), there are a couple of results that are interesting and appropriate: Luke is stunned for a bit, people laugh at him, and then he walks it off (but rumors about his klutziness spread); or Luke breaks a limb, is sent to the hospital for a while, and people send him get-well cards (and there's some sort of rumor competition based on the style and price of the get-well cards sent). For a Die Hard RPG, there are a different set of results that are interesting and appropriate: Luke is slain or knocked unconscious, and never seen in the movie again; Luke injures one of his limbs, and limps for the rest of the movie; or Luke is stunned for a bit, his enemies look around for him but miss him just barely, and then he walks it off. Both of them have results grounded in reality, but the types of realistic consequences that are appropriate in-genre are different.</p><p></p><p></p><p></p><p>I'll bet that to some extent that's just because you haven't put in a full plethora of actions and tasks yet, although it's still possible that the 10 rounds in your game would remain faster than 5 rounds in 3.5 if/when you do.</p><p></p><p></p><p></p><p>Oh, speaking of which, bonuses that are too small to actually have any effect are merely tolerable to do the accounting for. I'd recommend making each level somewhat "larger" and having you buy Attribute, General Skill, and Specific Skill bonuses in 1 point increments; possibly have scaling caps on things so you can only get +1 to any given Specific Skill every 3 levels or whatnot.</p></blockquote><p></p>
[QUOTE="Foxwarrior, post: 6472153, member: 81225"] That's actually a pretty good example. For a Gilmore Girls social RPG (I'll guess wildly based on a position of no actual knowledge about the show), there are a couple of results that are interesting and appropriate: Luke is stunned for a bit, people laugh at him, and then he walks it off (but rumors about his klutziness spread); or Luke breaks a limb, is sent to the hospital for a while, and people send him get-well cards (and there's some sort of rumor competition based on the style and price of the get-well cards sent). For a Die Hard RPG, there are a different set of results that are interesting and appropriate: Luke is slain or knocked unconscious, and never seen in the movie again; Luke injures one of his limbs, and limps for the rest of the movie; or Luke is stunned for a bit, his enemies look around for him but miss him just barely, and then he walks it off. Both of them have results grounded in reality, but the types of realistic consequences that are appropriate in-genre are different. I'll bet that to some extent that's just because you haven't put in a full plethora of actions and tasks yet, although it's still possible that the 10 rounds in your game would remain faster than 5 rounds in 3.5 if/when you do. Oh, speaking of which, bonuses that are too small to actually have any effect are merely tolerable to do the accounting for. I'd recommend making each level somewhat "larger" and having you buy Attribute, General Skill, and Specific Skill bonuses in 1 point increments; possibly have scaling caps on things so you can only get +1 to any given Specific Skill every 3 levels or whatnot. [/QUOTE]
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