In games we use statistics as abstractions, both to promote an enjoyable gameplay experience and to represent all the complexities that cannot reasonably or practically depicted in a video game.
In RPGs we use HP to represent how much a character can get hit before dying...have you ever thought about what exactly this represents? At first I thought it was how wounded a character is (are you bleeding? are you bruised? are you injured in some other way?), but this model fails when you consider how common it is to be struck by a whirling ball of fire and still be able to fight.
We still give HP to zombies/skeletons/the undead, as well as spirits and ethereal creatures, who may not be capable of physical injuries. Then I thought, HP is kind of like your endurance - how much you go can go on fighting before you succumb. Again, this model is problematic because the undead would never get "tired."
How do you conceive of HP in your RPGs?
In RPGs we use HP to represent how much a character can get hit before dying...have you ever thought about what exactly this represents? At first I thought it was how wounded a character is (are you bleeding? are you bruised? are you injured in some other way?), but this model fails when you consider how common it is to be struck by a whirling ball of fire and still be able to fight.
We still give HP to zombies/skeletons/the undead, as well as spirits and ethereal creatures, who may not be capable of physical injuries. Then I thought, HP is kind of like your endurance - how much you go can go on fighting before you succumb. Again, this model is problematic because the undead would never get "tired."
How do you conceive of HP in your RPGs?


