At first blush, HP represents physical durability
But, well... you'll see
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1. Represented by numbers
2. Has a max
3. Has a min
Simple, yeah?
Totes
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By representing a char's physical durability with numbers, you can do numerical transformations to it and it allows you to directly connect a dice (a decision making mechanic) to that durability
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But that's not even true, is it? Typically, each increase/loss tells you the distance from a threshold value (hold that thought)
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But HP kinda doesn't have many thresholds, does it?
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2. HP has a maximum
The HP max isn't a threshold. It's a barrier. You might be able to raise it (gaining lvls, temp spells) or it might be harder and harder to move the char away from it, but that *costs*
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So what if there's no max?
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Welllllll, infinite HP is not something we, as players, can handle. We use number generating devices to affect HP, and those generating devices work with finite numbers. Practically speaking, infinite HP is a boring grind
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For practical purposes, that's infinite HP
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An insurmountable challenge. A *barrier*. Something you have to work for and pay for to get past.
Innnnnnnteresting.
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Like the max, the min is a limit. But unlike a max, it's *transformative*. It's a forced, final threshold. It typically represents the exit of your char from the game (death, exile, retirement)
Let's break that down
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In that case, 0 is a threshold value, but it's *bidirectional* You can cross back. And that's a neat trick!
"Min HP" is unidirectional. You don't get to come back.
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But when you hit min HP, typically that means the severing of a a player's continued experience playing the char, right? The irrevocable change is to the player as well
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Min HP is a deliberately mechanized way to force you into the finality of your char
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ALSO innnnnnnteresting
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A. Thresholds
HP thresholds can be uni- or bidirectional. They denote transformations to the char. They're also linear (you have to pass through each one to get to the next)
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- what action is worth tracking and what are the thresholds of transformation?
- should they be linear? Uni- or bidirectional?
- should thresholds be universal or variable?
- how do you pace reaching thresholds?
- are they desireable to reach?
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HP max is a barrier that can be used as a rough scale for comparison across a system. Infinite HP is practically not worth pursuing but you can design for *practically* infinite HP.
Moving the barrier (of the max, or the simulated infinite HP) costs
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- how do you compare things worth comparing in the system? what/who is worth comparing?
- how do you pay to move/remove barriers? how do you acquire it?
- must barriers be (re)moved or can they be rendered irrelevant?
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HP has a built-in mechanism that forces a finality on the char by severing a player's relationship with the char (they are no longer playable).
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- what endings are important enough to encode in the game?
- how much agency does the player have in affecting the ending?
- how does the game enhance the ending? The ending (or its potential) enhance the game?
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I hope the slog was interesting for those of you who made it to the end. <3
/fin