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Cores might be the very best go-to example of the odd logical hoops I had to jump through because I chose to make a gameplay-first RPG where the story and setting had to be molded to fit the gameplay. Figuring out RPG physics is like figuring out superhero physics or ''Dragonball'' power levels: a royal pain for creators if you do because physical explanations aren't the point anyway, but a royal pain for fans if you don't because then physical explanations ''become'' the point until fans believe they've figured them out. | Cores might be the very best go-to example of the odd logical hoops I had to jump through because I chose to make a gameplay-first RPG where the story and setting had to be molded to fit the gameplay. Figuring out RPG physics is like figuring out superhero physics or ''Dragonball'' power levels: a royal pain for creators if you do because physical explanations aren't the point anyway, but a royal pain for fans if you don't because then physical explanations ''become'' the point until fans believe they've figured them out. | ||
− | Here everything began with my idea that when characters hit 0 HP, they shouldn't pass out | + | Here everything began with my idea that when characters hit 0 HP, they shouldn't pass out, but instead start taking triple damage from attacks against a second EP (Energy Points) stat that would also be continuously draining like the rolling HP in ''EarthBound''--and when ''that'' stat hit 0, the character would be KOed. It looked great on paper as an element of battles, but then came the time to justify it from a story and setting standpoint. |