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:
- Make combat a more compelling storytelling experience.
- Have combat better reflect player choice in action and equipment selection so that it doesn’t feel disconnected and random.
- Make combat gameplay more engaging by expanding tactical outcomes and choices.
- 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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