Rather than bothering to simulate realistic injuries, players get a number or Life Meter attributed to their character to indicate their current condition. It's like a time-irrelevant take on Exact Time to Failure in that only losing the last one causes any real harm. Some games (especially Tabletop RPGs) may Hand Wave it as an abstraction of non videogame tropes such as Plot Armor and Heroic Resolve, or actual health vs. injury: As a character's HP drops, it's ostensibly their talent/luck at dodging, deflecting and absorbing the worst blows dropping as they get more tired and desperate, until they actually get hurt badly enough to be out of combat.
This trope can be directly traced from the original Dungeons & Dragons, right down to the name. Since then, it's been used in genres as diverse as First-Person Shooter, Role-Playing Game, and Real-Time Strategy, and is nigh-universal for each, due to its usefulness for programmers (the alternative is One-Hit-Point Wonder where any damage is immediately fatal). On some occasions, the number itself is hidden and only a Life Meter is shown to represent damage. Survival Horror 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.
In First Person Shooters, 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 GoldenEye, players and enemies often take multiples of damage based on where they are hit, but in the end, 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 Only a Flesh Wound. It's a good thing there are so many water fountains and Healing Potions spread about.
They're not always called "Hit Points," sometimes they are called "Health Points," or are collectively referred to as "Health Power." If they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's Sub System Damage. Sometimes entities have Multiple Life Bars, layered in combinations like Regenerating Shield, Static Health or for different types of attacks.
They're often displayed in a Life Meter, which is a subtrope.
Occasionally you'll see something similar in non-game media, like when the Cool Ship in the Space Opera measures its integrity as a single number which represents the status of its Deflector Shields or something.
- In the Video Game adaptation of Superman Returns, the titular hero doesn't have hit points ... rather, the city does.
- Similarly, in Star Fox 2, the entire planet of Corneria has a percent-based hit point count.
- In TRON Deadly Discs, 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.
- In normal gameplay of the Super Smash Bros. series, each fighter's damage is tracked in percentages rather than Hit Points, ranging from any decimal number between 0% to 999% (the display only shows damage as integers). Reaching 100% damage is somewhat arbitrary, as players with damage above that number can still survive and continue fighting. However, the various Bosses (Master Hand, Crazy Hand, and the Subspace Emissary bosses) utilize Hit Points, and the fighters themselves also utilize Hit Points in Stamina Mode/Special Brawl "Stamina" from Melee onward. In Classic Mode, the Hit Points of Master (and Crazy) Hand are visible in numerical values. However, the Hit Points' numerical values of Brawl's Subspace Emissary (Adventure) and Boss Battles modes are hidden from the player's view, instead being displayed by a red numberless Life Meter.
- Additionally, it's thought that the "Hit Points" of the games are actually measured as negative percentage damage.
- The Bushido Blade fighting series used aversion of this trope as a selling point. Unlike most fighting games that use HP bars, Bushido Blade lets you fight just until you receive a lethal injury. A solid hit to the head or body ends the match right there. Hitting an arm or leg would disable that limb—if both your legs are crippled, you can't even stand up.
- Pretty much any First-Person Shooter released before 2001's Halo: Combat Evolved will use traditional Hit Points. Most, but not all, released afterward will use Regenerating Health. A few, like the aforementioned Halo will use both, typically represented with a second Life Meter, usually called something like "Stamina" or "Shields." For the most part, healing items will only improve the non-regenerating side.
- Left 4 Dead has the survivors with the standard 100 hit points. However, once they hit 40 hit points and below, they start to show the signs of their injuries, moving slower and slower, until they hobble along painfully at 1 hit point.
- Pain pills will give survivors a temporary health boost and it wears down over time. When someone is down, their health for being down starts at 300 points and drains by 3 points per second and more if attacked. Survivors die if the incap health reaches zero.
- Special infected have their own amounts of health as well but they can only be actually seen when playing as them in VS mode.
- Killing Floor does much the same, though instead of an "incapacitated" status, players instantly drop dead when their health reaches zero. It should also be noted that attempting to heal causes HP to roll upwards, while Specimen attacks will instantly deduct HP and can interrupt healing attempts.
- Befitting its class-based model, Team Fortress 2, much like Team Fortress Classic, gives the classes differing levels of health. Lightweight support classes like the Sniper, the Spy, and the Engineer can expect to go in with only 125 points of health. Combat classes like the Soldier and the 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 take heads and gain a boost to speed and maximum health.
- In No One Lives Forever, there are separate meters for health and armour. Armour can be repaired during a mission, but health can not.
- In the Otakon LARP, 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.
- In Mabinogi there were wounds represented by un-recoverable health, when wounded. Players could only recover health up to where a faded red bar is (either by using healing spells, health potions, or gradually recovering it). First aid can be performed by many classes. But only heals wounds, not health. And only if the player is carrying bandages with them.
- 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 designed 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.
- Sonic the Hedgehog is something that manages to fall into the gap between the two health systems: a One-Hit-Point Wonder 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 Shadow the Hedgehog, the ring counter functions more like a typical life bar: You lose 10 rings instead of all of them when struck.
- In Sonic Generations, if Sonic has more than a certain number of rings in his possession, he will lose a considerable percentage of them. Less than that, and he will lose all of them.
- Mario in the various Super Mario Bros. 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.
- Super Mario Bros. 2 had a Life Meter 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 Super Mario 64 and Super Mario Sunshine have a traditional Life Meter that allow Mario to take a certain amount of hits before losing a life and health lost depends on the enemy or hazard. Super Mario Galaxy 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. Super Mario Odyssey also has a three-hit meter, but doubles it to six if Assist Mode is turned on (and Assist Mode lets the HP regenerate too). There's a Life-Up Heart that adds three more points to the meter and is automatically added when Mario controls Bowser.
- The Mario RPG games (Super Mario RPG, Paper Mario series, and Mario & Luigi series) refer to all player characters' health as Heart Points, which are represented by little stylistic hearts.
- The original Donkey Kong Country trilogy has a pretty unique way of going about this. You control two characters at once, but both of them are a One-Hit-Point Wonder. 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. Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze play this more straight, where you are given a simple life meter with two hit points.
- In Ghosts 'n Goblins and its sequels, the player character Arthur's body armor is the players' only means of protection. Taking damage results in losing his armor and being stripped down to his undies, where another hit kills him.
- In the Crash Bandicoot games, Aku Aku Masks are the players' hit points. Collecting one mask grants one extra hit point. Getting a second mask upgrades Aku Aku into a golden form, granting two extra hits, and getting three masks results in brief invincibility.
- Clarence's Big Chance: You can restore them by eating literal hearts. Lampshaded;
"Like so many cyberland characters, Clarence, you can rejuvenate your vim by devouring the hearts of your fallen victims. Go on. Give 'em a scoff to fill up your lovely heart points and stave off death for another day."
- In the Ufo Afterblank 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.
- The ludicrously detailed (and getting more so every day) Roguelike Dwarf Fortress instead has individual hit-point counts for each and every one of every single character's limbs and organs, even down to little things like fingers and toes. And separate tracks for 'blood loss', 'pain', and 'exhaustion'. The newest version can track each layer of tissue. ASCII graphics gives you a lot of extra space to play with.
- Destroy the Godmodder 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.
- Several of Koei's Romance of the Three Kingdoms games give you "hit points" in the form of units: The modifier equals thousands of able-bodied soldiers fighting for your general.
- An extremely creative version in EarthBound. Instead of getting instantly decreasing, the HP meter is an "odometer" that runs down to the new value gradually. Allowing fatally wounded characters to get off one more hit or survive if they get healed before the meter hits zero and they die. This run-down gets slower the higher the character's "Guts" statnote is. This makes players react quickly instead of anticipating death.
- this is interestingly referenced in Undertale, where on the genocide route, a similar mechanic is applied during the final boss fight.
- In Resident Evil 2 the player character moves more slowly and clumsily as he/she gets more and more injured, until they're barely hobbling along even while ostensibly "running." It really puts the horror in Survival Horror when the player character can barely stay ahead of the slow, shambling zombies.
- FUDGE, a tabletop game/ game toolkit has a default mechanic called a wound track, which keeps track of individual wounds, albeit with a roll-over for wounds to go up a level in severity. The non-linear wounding system, presented in the 10th anniversary edition also keeps track of individual wounds, where there is no rollover, and is intended for grittier games. The only time hit points are even mentioned is when dealing with vehicles.
- 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.
- 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 individual hit locations of both BattleMechs and combat vehicles in addition to allowing for damage to specific 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.
- Games using White Wolf's Storyteller or Storytelling systems (and variants thereof), such as the Old and New World of Darkness games and Exalted, differentiate between normal damage, lethal damage, and "aggravated" damage (usually supernatural); while they do have hitpoints ("Health Levels"), unconsciousness and even permanent injuries occur well before you are down to your final hitpoint. They also have wound penalties and different healing times for different levels of damage.
- In games using the D6 system, such as Star Wars, you typically have one health level. Damage that exceeds your damage resistance roll either makes you stunned (at penalties for one round), wounded (at penalties for a long time), incapacitated (staying down), mortally wounded (down for 12 rounds if you're lucky, then dead) or dead. Some add "wounded twice" wherein you have massive penalties and fall over.
- 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.
- Mutants & Masterminds throws out Hit Points and replaces them with a Toughness save. Success means the character shrugged off the attack/rolled with the punch/whatever fits the situation, while failure could result in anything from a bruise to a one-hit KO, depending on the margin.
- Melee combat simulation RPG The Riddle Of Steel has "bleeding", which depletes hit points over time, is caused by minor injury and can cause eventual loss of consciousness (and rapidly thereafter, life), but a solid hit from a weapon will more than likely end the fight in one fell blow. The resulting combat system is extremely high fidelity in terms of simulating melee fights, but a little clunky and slow once more than two people are duking it out.
- Hero System has a variation—there is "body" and "stun"; stun recovers fast and body recovers slowly and represents real damage. Body points also don't scale to ridiculous values as your character "gains levels"; they're supposed to represent actual physical toughness, period, not the abstract "magical protections and evasive skill that slowly get eroded away" that D&D hit points represent. A more powerful version of Spider-Man, for example, wouldn't have more Body points, he'd instead be better at avoiding damage in the first place. Similarly, a more powerful version of the Hulk might only have a couple more Body points than a weak version of the Hulk, the difference instead being how high his Physical Defense and Energy Defense were (a character's defenses are subtracted from all incoming Stun and Body damage before it has a chance to affect them).
- Shadowrun, likewise, has two separate meters for keeping track of damage. The physical damage track keeps track of actual damage from swords, guns, etc. while the stun track keeps track of mental fatigue from spellcasting, being punched in the face, and tranquilizers (among other things). If you take enough stun damage, then you fall unconscious, and excess stun damage carries over into and is cumulative with physical damage. This does mean that a powerful Sleep spell that should theoretically just knock someone unconscious, when used on someone who has missed a few nights of sleep and was suffering a minor wound, could kill the person outright.
- Palladium, including Rifts and PFRPG, also keep separate track of lethal and non-lethal wounds. Hit Points represent actual injury, while S.D.C. (Structural Damage Capacity) represents the wind that can be knocked out of a football player without causing permanent damage. Most attacks go through your S.D.C. and only get to your Hit Points once those are depleted, and armor adds another layer on top of that. To make things even more confusing, very tough creatures and objects (especially in Rifts) have M.D.C. (Mega Damage Capacity); despite the name, this represents the same physical integrity as Hit Points (not S.D.C.), but orders of magnitude higher.
- Prose Descriptive Qualities games have your skills and abilities as your hit points. Your abilities (called Qualities or Fortes, depending on the game) are ranked, and points of damage translate into penalties on those ranks - one point of damage means decreasing one Quality by one rank. It's up to the player which Qualities get penalized at the time, so in a fight you can decide your combat Qualities are the last to go - or the first, if you really want to throw the fight. Later games in the system added Story Hooks - whichever Quality took the first point of damage in a fight is also used to suggest plot elements of the next adventure (and allows players to vote for the kinds of adventures they want to see). This has lead to at least one description of Truth & Justice (the superhero PDQ game) as "a game where you can punch Spider-Man in the Girlfriend" and that's why Mary Jane is always in trouble.
- 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.
- The Dresden Files, 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.
- 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.
- Authority points serve as this in Star Realms. Makes sense, as the players are trying to set up a new interstellar empire, and need support and influence to stay in power.
- Pulse does not have a traditional HP system. Rather, the main character, Eva, can be injured (she doubles over in pain and cannot move for several seconds) and soft red borders (like those in some FPS games) appear. If Eva is hit again, she dies immediately. But after the borders disappear, Eva can be injured but not killed again, then wait until the borders disappear. If the game doesn't decide to kill her in one hit (this sometimes happens), the cycle of injury and waiting can continue indefinitely.
- The Wounds quality in Fallen London acts as sort of a reverse hit points meter; when it gets up to 8, your character dies... but death is notably not permanent in the Neath, so 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.)
- In Stern Pinball's Star Trek, the Vengeance is shown with a Life Meter during "Vengeance Multiball" showing its strength; it takes damage based on how many points the player scores.