History Main / Hitpoints

17th Aug '16 4:41:58 AM Galacton
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Rather than bothering to simulate realistic injuries caused by sword slices (gunshots, explosions, {{MegatonPunch]]s, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor, HeroicResolve, and actual health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing the worst blows dropping as you get more tired and desperate, until you ''actually get hurt'' badly 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.)

to:

Rather than bothering to simulate realistic injuries caused by sword slices (gunshots, explosions, {{MegatonPunch]]s, {{MegatonPunch}}es, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor, HeroicResolve, and actual health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing the worst blows dropping as you get more tired and desperate, until you ''actually get hurt'' badly 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.)
17th Aug '16 4:40:44 AM Galacton
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Rather than bothering to simulate realistic injuries caused by sword slices (gunshots, explosions, {{MegatonPunch]]s, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor, HeroicResolve, and actual health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing the worst blows dropping as you get more tired and desperate, until you ''actually get injured'' 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.)

to:

Rather than bothering to simulate realistic injuries caused by sword slices (gunshots, explosions, {{MegatonPunch]]s, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor, HeroicResolve, and actual health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing the worst blows dropping as you get more tired and desperate, until you ''actually get injured'' hurt'' badly 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.)
17th Aug '16 4:38:34 AM Galacton
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Rather than bothering to simulate realistic injuries caused by sword slices (gunshot wounds, explosions, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor and actual 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, until you ''actually get 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.)

to:

Rather than bothering to simulate realistic injuries caused by sword slices (gunshot wounds, (gunshots, explosions, {{MegatonPunch]]s, etc.), players get a number attributed to their character to clearly indicate how close (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. Alternately, many games (especially [[TabletopRPG Tabletop [=RPGs=]]]) may HandWave it as an abstraction of both PlotArmor PlotArmor, HeroicResolve, and actual health vs. injury: As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing the worst blows dropping as you get more tired and desperate, until you ''actually get hurt'' injured'' 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.)
16th Jun '16 5:01:44 AM erforce
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-->--''Webcomic/{{Adventurers}}''

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-->--''Webcomic/{{Adventurers}}''
-->-- ''Webcomic/{{Adventurers}}''



* ''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, 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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* The original ''VideoGame/DonkeyKongCountry'' trilogy 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, and you can get your lost character back by finding DK Barrels, "returning" your hit points from one back to two. ''Returns'' ''VideoGame/DonkeyKongCountryReturns'' and ''Tropical Freeze'' ''VideoGame/DonkeyKongCountryTropicalFreeze'' play this more straight, where you are given a simple life meter with two hit points.
26th Mar '16 8:52:23 AM MarqFJA
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* Instead of HP, the ''TabletopGame/True20'' roleplaying system makes you roll a saving throw any time you are injured to determine what happens to you. Multiple injuries make the difficulty rating higher, but there's always a chance of surviving any injury.

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* Instead of HP, the ''TabletopGame/True20'' ''TabletopGame/{{True20}}'' roleplaying system makes you roll a saving throw any time you are injured to determine what happens to you. Multiple injuries make the difficulty rating higher, but there's always a chance of surviving any injury.
23rd Feb '16 5:34:35 PM DanMat6288
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** The Mario RPG games (''VideoGame/SuperMarioRPGLegendOfTheSevenStars'', ''VideoGame/PaperMario'' series, and ''VideoGame/MarioAndLuigi'' series) refer to all player characters' health as '''Heart Points''', which are represented by little stylistic hearts.

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** The Mario RPG games (''VideoGame/SuperMarioRPGLegendOfTheSevenStars'', (''VideoGame/SuperMarioRPG'', ''VideoGame/PaperMario'' series, and ''VideoGame/MarioAndLuigi'' series) refer to all player characters' health as '''Heart Points''', which are represented by little stylistic hearts.
23rd Feb '16 5:33:38 PM DanMat6288
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Added DiffLines:

** The Mario RPG games (''VideoGame/SuperMarioRPGLegendOfTheSevenStars'', ''VideoGame/PaperMario'' series, and ''VideoGame/MarioAndLuigi'' series) refer to all player characters' health as '''Heart Points''', which are represented by little stylistic hearts.
19th Dec '15 3:52:46 PM nombretomado
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* ''SonicTheHedgehog'' is something that manages to fall into the gap between the two health systems: a OneHitPointWonder without rings, invulnerable to most things with them. Rings are usually plentiful, and you even get a chance to grab some back if you get hit.
** In ''ShadowTheHedgehog'', the ring counter functions more like a typical life bar: You lose 10 rings instead of all of them when struck.

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* ''SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' is something that manages to fall into the gap between the two health systems: a OneHitPointWonder without rings, invulnerable to most things with them. Rings are usually plentiful, and you even get a chance to grab some back if you get hit.
** In ''ShadowTheHedgehog'', ''VideoGame/ShadowTheHedgehog'', the ring counter functions more like a typical life bar: You lose 10 rings instead of all of them when struck.
12th Nov '15 2:23:48 PM DanaO
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** The game does a good job at combining the "hit points aren't health" concept with the idea that even in-universe you're an extraplanar creature using a nigh-immortal avatar (NPC communities depend on doctors and herbalists for healing rather than priests and healing magic). HP recovery is very plentiful (and healing potions, while ''mildly toxic'', have no cooldown or usage limits), but recovering from actual injury tends to require more preparation, rather more so if you can't combine it with extensive rest. And no amount of damage can actually drop you until you fail a willpower check - though it still accumulates past the 0-HP stage. The game's designsed so that a player who's enough of a {{Determinator}} can push through threats way out of their character's weight class at the expense of increasingly ugly long-term costs.
17th Oct '15 9:54:14 PM DragonQuestZ
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->'''[[BigBad Khrima]]:''' You know very well that by the definition of hit points that I haven't yet [[CriticalExistenceFailure had enough.]]

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->'''[[BigBad Khrima]]:''' You know very well that by the definition of hit points that I haven't yet [[CriticalExistenceFailure had enough.]]
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