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If you were playing a game that used TP as a kind of limit break system, what do you like/dislike?  Seems like I have two major design choices/decisions:

1)  Does TP carry over after battles? 

If yes, that allows for people the opportunity to cheese, and also might make people not want to use their limit skills for fear of needing it in a future situation.  So I'm leaning towards no for this, i.e. everyone starts with 0 TP each battle.

2)  How much TP is gained when suffering damage?

The default system makes it based on the percentage of your maxhp you took in damage. Not sure how I feel about this, as it punishes players who have good defense with a lot of HP.  So this makes me lean towards a flat value...Maybe something like 20 + random(10)  ?   So it takes getting attacked about 4 times in a battle to unlock a limit skill, with a bit of variance so it's not so formulaic.  The downside to this is that players probably never get to use limits on non-boss enemies since the battles would be over too quickly.

Looking forward to hear what people's thoughts/ideas are.

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