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* ''VideoGame/DonkeyKongCountry'' has a pretty unique way of going about this. You control two characters at once, but both of them are a OneHitPointWonder. Getting hit doesn't cost you a life, however. You just lose whomever you are controlling and take control of your partner, making your partner essentially your extra hit point. ''Returns'' and ''Tropical Freeze'' play this more straight, where you are given a simple life meter with two hit points.

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* ''VideoGame/DonkeyKongCountry'' has a pretty unique way of going about this. You control two characters at once, but both of them are a OneHitPointWonder. Getting hit doesn't cost you a life, however. You just lose whomever you are controlling and take control of your partner, making your partner essentially your extra hit point.point, and you can get your lost character back by finding DK Barrels, "returning" your hit points from one back to two. ''Returns'' and ''Tropical Freeze'' play this more straight, where you are given a simple life meter with two hit points.
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* ''VideoGame/DonkeyKongCountry'' has a pretty unique way of going about this. You control two characters at once, but both of them are a OneHitPointWonder. Getting hit doesn't cost you a life, however. You just lose whomever you are controlling and take control of your partner, making your partner essentially your extra hit point. ''Returns'' and ''Tropical Freeze'' play this more straight, where you are given a simple life meter with two hit points.
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This trope can be directly traced from the original ''DungeonsAndDragons'', right down [[TropeNamer to the name]]. Since then, it's been used in genres as diverse as FirstPersonShooter, RolePlayingGame, and RealTimeStrategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is the OneHitpointWonder). On some occasions, the number itself is hidden and only a LifeMeter is shown to represent damage. SurvivalHorror games favor foregoing even that, and simply displaying one of three to four colors in the status screen to indicate the player's well-being.

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This trope can be directly traced from the original ''DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons'', right down [[TropeNamer to the name]]. Since then, it's been used in genres as diverse as FirstPersonShooter, RolePlayingGame, and RealTimeStrategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is the OneHitpointWonder). On some occasions, the number itself is hidden and only a LifeMeter is shown to represent damage. SurvivalHorror games favor foregoing even that, and simply displaying one of three to four colors in the status screen to indicate the player's well-being.
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* In the ''UfoAfterblank'' series, the soldiers in your squad have hit point bars, but the mechanism behind getting shot/stabbed/exploded is more complex than just a substraction. Soldiers start with a completely green health bar. If they take damage, part of this damage is temporary damage, indicated by making part of the green bar red. This damage can be healed (red part of the bar turned to green) during the mission. But part of the damage is semi-permanent and can only be healed outside of the mission, indicated by a shortening of the health bar. When the complete bar is red, the character is knocked out.

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* In the ''UfoAfterblank'' ''VideoGame/UfoAfterblank'' series, the soldiers in your squad have hit point bars, but the mechanism behind getting shot/stabbed/exploded is more complex than just a substraction. Soldiers start with a completely green health bar. If they take damage, part of this damage is temporary damage, indicated by making part of the green bar red. This damage can be healed (red part of the bar turned to green) during the mission. But part of the damage is semi-permanent and can only be healed outside of the mission, indicated by a shortening of the health bar. When the complete bar is red, the character is knocked out.
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* The ''BattleTech'' board game and most of the Mechwarrior computer games based on it, use section-specific hit points (split between armor and structure points) to track damage to [[{{Subsystemdamage}} individual hit locations]] of both [[HumongousMecha BattleMechs]] and combat vehicles in addition to allowing for damage to specific [[CriticalHit internal components]] once an attack reaches the internal structure proper or a lucky hit manages to slip past still-extant armor protection. There are also fairly specific rules for each particular ''case'' of component damage; for example, lost leg actuators reduce speed and make it more difficult to keep one's footing, gyro damage makes keeping the 'Mech's balance much harder or even impossible, limbs can be blown off entirely by a bad enough hit even if there is still internal structure left, and a hit to anything suitably explosive (like most but not all ammunition and some weapons) will obviously cause it to blow up, potentially taking the 'Mech with it.

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* The ''BattleTech'' ''TabletopGame/BattleTech'' board game and most of the Mechwarrior computer games based on it, use section-specific hit points (split between armor and structure points) to track damage to [[{{Subsystemdamage}} individual hit locations]] of both [[HumongousMecha BattleMechs]] and combat vehicles in addition to allowing for damage to specific [[CriticalHit internal components]] once an attack reaches the internal structure proper or a lucky hit manages to slip past still-extant armor protection. There are also fairly specific rules for each particular ''case'' of component damage; for example, lost leg actuators reduce speed and make it more difficult to keep one's footing, gyro damage makes keeping the 'Mech's balance much harder or even impossible, limbs can be blown off entirely by a bad enough hit even if there is still internal structure left, and a hit to anything suitably explosive (like most but not all ammunition and some weapons) will obviously cause it to blow up, potentially taking the 'Mech with it.
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* ''TabletopGame/{{Ironclaw}}'' had a hit point system in its first edition, which rendered one unconscious and rolling to avoid dying at half their total HP. The 2nd edition instead has attacks inflict status effects based on the damage points they deal, which can be reduced by saving throws and armor. So if a character took two damage from one attack they would be "Hurt" and "Afraid", but if they then took one damage from the next attack they wouldn't be any worse off because they already had the statuses.
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** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGameSuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom.

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** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGameSuperMarioSunshine'' ''VideoGame/SuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom.
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* ''TabletopGame/TheDresdenFiles'', using the Fate system, distinguishes between "stress" and "consequences". ''Any'' given successful attack that deals damage can potentially take a character out of a fight or other conflict if that damage is not fully absorbed, which can be done by (a) marking off ''one'' stress box of sufficient capacity or higher, (b) accepting one or more consequences, or (c) both; stress is basically ablative {{plot armor}} that resets between fights but is limited both in overall capacity and by that prohibition against marking off multiple boxes at once, while consequence slots can actually absorb more harm but must then be filled with fully-featured negative aspects that with increasing severity can last from at least through the next scene to several entire game sessions (making the respective slot unavailable against future attacks until cleared again) and can like any aspect be used against the character while they're there.
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* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the {{Atari 2600}} version, the player character changes colors whenever he gains or loses a hit point.

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* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the {{Atari UsefulNotes/{{Atari 2600}} version, the player character changes colors whenever he gains or loses a hit point.
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One of the most common tropes in the world of video games is the use of HitPoints.

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One of the most common tropes in the world of video games is the use of HitPoints.
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* In ''VideoGame/TronDeadlyDiscs'', the player is given a single life, but can take a few hits before he is derezzed. In the {{Atari 2600}} version, the player character changes colors whenever he gains or loses a hit point.
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* Warhammer uses a characteristic called "wounds" (W) for this purpose. The vast majority of models in the game have only a single wound, and are removed as casualties when they suffer a wound. Hero-level characters tend to have two wounds, meaning they can take twice as much damage as the rank and file, while Lords tend to have three (with some supernaturally tough exceptions, such as Mummy Tomb Kings). Monstrous Infantry, such as Ogres and Trolls, also tend to have three wounds, as do most war engines like cannons and catapults, while huge monsters like Giants, Dragons etc. often have as many as six.
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[[folder: LARP]]

* In the ''LARP/OtakonLARP'', Characters (and items) have hit points assigned on a case-by-case basis, and can be restored by an hour-long trip to the Hospital (Out of game waiting period), or at Noon and Midnight.

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* In Creator/SternPinball's ''[[Pinball/StarTrekStern Star Trek]]'', the ''Vengeance'' is shown with a LifeMeter during "Vengeance Multiball" showing its strength; it takes damage based on how many points the player scores.

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* Mario in the various ''VideoGame/SuperMarioBros'' games have a simple hit point system. If Mario is in his super (big) form or has a power up like a fire flower, he can take a hit and shrink in size. Get hit while small and it counts as a lost life, so Mario essentially has 2 hit points. Some games has Mario go from powered up to super form when hit before going to small form, giving him 3 hit points.
** ''VideoGame/SuperMarioBros2'' had a LifeMeter where the characters could only take 2 hits, but finding mushrooms extended the life meter by one point, up to a maximum of 4 units of health (the GBA port extends the limit to 5 hits).
** The 3D Mario platforming games like ''VideoGame/SuperMario64'' and ''VideoGameSuperMarioSunshine'' have a traditional LifeMeter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. ''VideoGame/SuperMarioGalaxy'' uses a more simple life meter where Mario can only take 3 hits before losing a life or 6 hits if he finds a health extending mushroom.
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[[CallAHitPointASmeerp They're not always called "Hit Points,"]] but if they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's SubSystemDamage. Sometimes entities have MultipleLifeBars, layered in combinations like RegeneratingShieldStaticHealth or for different types of attacks.

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[[CallAHitPointASmeerp They're not always called "Hit Points,"]] but if sometimes they are called "Health Points," or are collectively reffered to as "Health Power." If they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's SubSystemDamage. Sometimes entities have MultipleLifeBars, layered in combinations like RegeneratingShieldStaticHealth or for different types of attacks.
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One of the most common tropes in the world of video games is the use of HitPoints (often abbreviated as HP), Although they can also be called Health Points, or can be collectively referred to as Health Power.

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One of the most common tropes in the world of video games is the use of HitPoints (often abbreviated as HP), Although they can also be called Health Points, or can be collectively referred to as Health Power.
HitPoints.
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One of the most common tropes in the world of video games is the use of HitPoints. Although they can also be called Health Points, or can be collectively referred to as Health Power.

to:

One of the most common tropes in the world of video games is the use of HitPoints. HitPoints (often abbreviated as HP), Although they can also be called Health Points, or can be collectively referred to as Health Power.
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Added other forms of terminology to avoid possible confusion.


One of the most common tropes in the world of video games is the use of HitPoints.

to:

One of the most common tropes in the world of video games is the use of HitPoints.
HitPoints. Although they can also be called Health Points, or can be collectively referred to as Health Power.
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In {{First Person Shooter}}s, this number is often ''exactly'' 100, and is taken to be a percentage of the player's normal uninjured health, with "mega health"-type items that cause your health to go above 100 often resulting in your health slowly ticking back down to 100. Ever since ''[[VideoGame/GoldenEye1997 GoldenEye]]'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[BoomHeadshot a bullet in the head]] is exactly the same as twelve in the foot, or what have you. It's a good thing there are so many [[HealThyself water fountains]] and {{Healing Potion}}s spread about.

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In {{First Person Shooter}}s, this number is often ''exactly'' 100, and is taken to be a percentage of the player's normal uninjured health, with "mega health"-type items that cause your health to go above 100 often resulting in your health slowly ticking back down to 100. Ever since ''[[VideoGame/GoldenEye1997 GoldenEye]]'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[BoomHeadshot a bullet in the head]] is exactly the same as twelve in the foot, or what have you. This also means that eleven hits to the foot will not only not kill you, but often not even impair your movement - after all, it's OnlyAFleshWound. It's a good thing there are so many [[HealThyself water fountains]] and {{Healing Potion}}s spread about.
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[[folder:Roleplay]]
* ''Roleplay/DestroyTheGodmodder'' uses these MOST of the time, but some entities instead have an integrity meter (especially when the Virus got involved), others you simply had to find pieces or complete a certain artifact to kill, and still others were completely invincible and you had to defeat the event they were timed with to kill.
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Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit of both PlotArmor and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[FridgeLogic problems of its own]] all too often, especially when you take healing potions and spells, which restore Hit Points, into consideration.)

This trope can be directly traced from the original ''DungeonsAndDragons'', right down to the name. Since then, it's been used in genres as diverse as FirstPersonShooter, RolePlayingGame, and RealTimeStrategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is the OneHitpointWonder). On some occasions, the number itself is hidden and only a LifeMeter is shown to represent damage. SurvivalHorror games favor foregoing even that, and simply displaying one of three to four colors in the status screen to indicate well-being.

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Rather than using actual wounds and damage, bothering to simulate realistic injuries caused by sword slices (gunshot wounds, explosions, etc.), players have get a number attributed to their health that character to clearly indicates indicate how close to (or far) from death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit may HandWave it as an abstraction of both PlotArmor and actual health. health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate desperate, until you actually ''actually get hurt hurt'' enough to be out of combat. (This explanation raises [[FridgeLogic problems of its own]] all too often, especially when you take healing potions and spells, which restore Hit Points, into consideration.)

This trope can be directly traced from the original ''DungeonsAndDragons'', right down [[TropeNamer to the name.name]]. Since then, it's been used in genres as diverse as FirstPersonShooter, RolePlayingGame, and RealTimeStrategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is the OneHitpointWonder). On some occasions, the number itself is hidden and only a LifeMeter is shown to represent damage. SurvivalHorror games favor foregoing even that, and simply displaying one of three to four colors in the status screen to indicate the player's well-being.
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* In ''VideoGame/NoOneLivesForever'', there are separate meters for health and armour. Armour can be repaired during a mission, but health can not.
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* The Wounds quality in ''VideoGame/FallenLondon'' acts as sort of a reverse hit points meter; when it gets up to 8, your character dies...but [[DeathIsCheap death is notably not permanent]] in the Neath, so [[DeathIsASlapOnTheWrist dying isn't really any more inconvenient]] than raising any of the other Menace stats to 8. (In fact, dying actually has far fewer negative consequences than going insane.)
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Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit of both PlotArmor and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[FridgeLogic problems of its own]] all too often, especially when you take healing potions and spells, which restore your HP, into consideration.)

to:

Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit of both PlotArmor and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[FridgeLogic problems of its own]] all too often, especially when you take healing potions and spells, which restore your HP, Hit Points, into consideration.)
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Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit of both PlotArmor and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[FridgeLogic problems of its own]] all too often.)

to:

Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on ExactTimeToFailure in that [[CriticalExistenceFailure only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) is supposedly a statistically concealed conceit of both PlotArmor and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[FridgeLogic problems of its own]] all too often.often, especially when you take healing potions and spells, which restore your HP, into consideration.)
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* In the short-lived TSR RPG ''Alternity'', players kept track of four separate degrees of HP - fatigue, stun, wound and mortal. Stun represented bruises and pulled muscles, wound broken bones and deep cuts, and mortal grievous bodily harm. Fatigue was a measure of exactly what it says on the tin. Losing half of your stun or wound caused the player to take a penalty on all actions, and any point of mortal or fatigue loss gave the player a penalty. All these penalties stacked, meaning that characters could get to the point where, having taken enough damage and fought for a long enough time, they wouldn't even be able to stand.

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* In the short-lived TSR RPG ''Alternity'', ''TabletopGame/{{Alternity}}'', players kept track of four separate degrees of HP - fatigue, stun, wound and mortal. Stun represented bruises and pulled muscles, wound broken bones and deep cuts, and mortal grievous bodily harm. Fatigue was a measure of exactly what it says on the tin. Losing half of your stun or wound caused the player to take a penalty on all actions, and any point of mortal or fatigue loss gave the player a penalty. All these penalties stacked, meaning that characters could get to the point where, having taken enough damage and fought for a long enough time, they wouldn't even be able to stand.
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* Befitting its class-based model, ''VideoGame/TeamFortress2'', much like ''VideoGame/TeamFortressClassic'', gives the classes differing levels of health. Lightweight support classes like the [[FriendlySniper Sniper]], the [[DoubleReverseQuadrupleAgent Spy]], and the [[TheEngineer Engineer]] can expect to go in with only 125 points of health. Combat classes like the [[JackOfAllStats Soldier]] and the [[MightyGlacier Heavy]] are graced with 200 and 300 HP, respectively. The most unusual feature about health, though, is that it is possible to gain more than your class' maximum value courtesy of the overhealing function from Medics, but also actively ''change'' the base total through input on the part of the player's choice in weapons. This idea of changing the base health value of a player is atypical in first person shooters. The most dramatic case of this is the Eyelander, a massive two-handed sword for the Demoman, which initially decreases the Demoman's health down to 150 HP (from 175 points), but with every kill made by the sword, he will [[OffWithHisHead take heads]] and gain a boost to speed and maximum health.
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%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1300208948030520100



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