History Main / Hitpoints

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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By MMO standards Mabinogi actually has an impressively sophisticated take on the concept, if a fanciful one.
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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.]]
18th Aug '15 5:17:49 PM rjd1922
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[[folder: Role Playing Game ]] * Several of Koei's ''RomanceOfTheThreeKingdoms'' games give you "hit points" in the form of [[WeHaveReserves units]]: The modifier equals thousands of able-bodied soldiers fighting for your general. * An extremely creative version in VideoGame/{{EarthBound}}. Instead of getting instantly decreased, the HP "odometer" runs down to the new value gradually. This also allows fatally wounded characters survive by getting healed before the meter hits zero and they die. This run-down gets slower the higher the "Guts" stat[[note]]which also controls the chance of a [[CriticalHit Smaaaaash!]], and even survival of a fatal blow![[/note]] is. This makes players react quickly instead of anticipating death.
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[[folder: Role Playing Role-Playing Game ]] ]] * Several of Koei's ''RomanceOfTheThreeKingdoms'' ''VideoGame/RomanceOfTheThreeKingdoms'' games give you "hit points" in the form of [[WeHaveReserves units]]: The modifier equals thousands of able-bodied soldiers fighting for your general. * An extremely creative version in VideoGame/{{EarthBound}}.''VideoGame/{{EarthBound}}''. Instead of getting instantly decreased, the HP "odometer" runs down to the new value gradually. This also allows fatally wounded characters survive by getting healed before the meter hits zero and they die. This run-down gets slower the higher the "Guts" stat[[note]]which also controls the chance of a [[CriticalHit Smaaaaash!]], and even survival of a fatal blow![[/note]] is. This makes players react quickly instead of anticipating death.

* Instead of HP, the ''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 ''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.
16th May '15 4:09:42 PM nombretomado
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* Pretty much any FirstPersonShooter released before 2001's ''{{Halo}}: Combat Evolved'' will use traditional HitPoints. Most, but not all, released afterward will use RegeneratingHealth. A few, like the aforementioned ''Halo'' will use both, typically represented with a second LifeMeter, usually called something like "Stamina" or "Shields." For the most part, healing items will only improve the non-regenerating side.
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* Pretty much any FirstPersonShooter released before 2001's ''{{Halo}}: Combat Evolved'' ''VideoGame/HaloCombatEvolved'' will use traditional HitPoints. Most, but not all, released afterward will use RegeneratingHealth. A few, like the aforementioned ''Halo'' will use both, typically represented with a second LifeMeter, usually called something like "Stamina" or "Shields." For the most part, healing items will only improve the non-regenerating side.
20th Apr '15 12:51:44 PM Gatomon41
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Added DiffLines:
* Authority points serve as this in ''TabletopGame/StarRealms''. Makes sense, as the players are trying to set up a new interstellar empire, and need support and influence to stay in power.
1st Mar '15 11:58:48 AM Spanks
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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.
1st Mar '15 11:53:43 AM Spanks
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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.
28th Feb '15 7:09:18 AM SeptimusHeap
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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.
23rd Feb '15 9:43:21 PM jormis29
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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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