Wait, you say there is less planning in games that show HP bars than in games that don't? How does that even work? When you see the enemy's HP you can plan ahead accordingly, while without HP bars all you can do is keep every character in the party healthy and do damage until stuff eventually dies.
Also, I don't see how the player is forced to attack the enemy without HP bars... does that mean the player isn't forced to attack when he can see the enemy HP bars?
I'm not saying less planning
I just say you can easily decide the what you gonna do in next turn (or I was using the wrong words?)
Also there's
while
When the enemy HP depleted near to the death, you can decide that you dont need to heal your party.
Without HP bar, it's still mystery if the enemy is near to the death or not. So you still keep heal your party to prepare for the worst.
The 'art' of without HP bar is the art to survive without known how much damage taken by the enemy / boss. And how much their remain HP
But that doesnt mean without HP bar is better. All still depends.
In my game, I hid the HP bar only for bosses. And that could give you thrill more when you're going to fight the boss. You had no idea when the boss going to collapse and you will plan more to make the next shoot because the future is unknown. And when the boss defeated, you could started to think, "Man, I havent release my ultimate move, but the boss is already dead" or even "Oh well, that was close".