Posts Tagged by Hit Points
| February 5, 2010 | Posted by Walt Ciechanowski |
Aside from a lack of fear, one of the biggest problems in having player characters act realistically in a combat situation is the use of hit points (or a similar mechanic). The player knows how much damage her PC can soak before falling and can make tactical decisions based on the amount of damage that a creature/armed villain/martial artist/trap doles out. Ultimately, this is a matter of security. Players aren’t “afraid” of a frightening monster because they feel secure. After all, they’re just sitting around…
| January 26, 2010 | Posted by John Arcadian |
While talking with a friend about a game system development issue, I had the spark of an idea for an alternate hit point system that could easily be merged into almost any game system. It applies mostly to enemies and is aimed at controlling the pacing and drama of combat. Sitting down to think about this, it feels really sound and interesting. I’m going to use it in the next game I run, but wanted to present it here for people to look it over.…












