Monthly Archives: November 2020

The Hit Parade: Connecting Storytelling to Hit Points

The second entry in this series focuses on what happens when a character “hits” another.  A reminder of the four goals I’m trying to achieve:

  1. Make combat a more compelling storytelling experience.
  2. Have combat better reflect player choice in action and equipment selection so that it doesn’t feel disconnected and random.
  3. Make combat gameplay more engaging by expanding tactical outcomes and choices.
  4. Don’t add undue complexity or slow down the game.

I hope it can achieve these goals by applying a philosophy on how hit points are interpreted from both gameplay and storytelling perspectives.

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