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Ok, a thread incompletely deconstructing hit points (HP) as typically conceived and some implications

At first blush, HP represents physical durability

But, well... you'll see

1/
Some things *typically* seen with hit points:
1. Represented by numbers
2. Has a max
3. Has a min

Simple, yeah?

Totes
2/
1. Represented by numbers

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

3/
Typically, you use addition to denote an increase in durability, and subtraction to denote a loss of durability

But that's not even true, is it? Typically, each increase/loss tells you the distance from a threshold value (hold that thought)

4/
So you can vary the pacing to any particular threshold by changing the numerical transformation you're using. Typically, it's "make the number being +/- bigger or smaller" but you can also multiply, divide, add more thresholds....

5/
You can also change the numerical rep to something else, though numbers usually still play a part. FATE is kinda a hybrid in that regard, by using numbers but allowing you to take certain "hits" and transforming them into conditions instead of using the "HP" tracker

6/
Systems that don't have HP but have named "hurt" categories do away with using linear numbers to track pacing to thresholds and just bounce you across thresholds

7/
And when you look at it this way, HP-like threshold-crossing design is found all over the place as long as you're tracking when you cross discrete boundaries, yeah?

But HP kinda doesn't have many thresholds, does it?

8/
Hold that thought.

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*

9/
A max as a limit means that you have scale. It makes the abstractness of HPs comparable. And it gives you a basic scale to use across your design. It's not a perfect balance, of course, but it gives you a range to work with

So what if there's no max?

10/
What if chars could have infinite HPs?

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
11/
But it's super interesting to see how we design to *simulate* infinite HP, innit? Say it's super hard to hit a char, or you do so little dmg the HP loss isn't fast enough to have any real effects.

For practical purposes, that's infinite HP

12/
So what does infinite HP represent, in this case.

An insurmountable challenge. A *barrier*. Something you have to work for and pay for to get past.

Innnnnnnteresting.

13/
3. HP has a minimum

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

14/
Some systems let you drop below 0 HP, where 0 is a threshold

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.

15/
Other unidirectional thresholds exist, where the char is transformed irrevocably

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

16/
But you could just declare "My char dies/is exiled/retires", yeah? Or maybe the game ends and you stop playing the char for that reason. How is that dif from min HP?

Min HP is a deliberately mechanized way to force you into the finality of your char

17/
And bc system matters, this tells you that this is an *important way* to reach finality with that char. It tells you "this is an important ending, enough that the system has a way to force it on you"

ALSO innnnnnnteresting

18/
SOME IMPLICATIONS

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)

19/
Some questions for design:
- 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?

20/
B. Barriers

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

21/
Some questions for design:
- 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?

22/
C. Finality

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).

23/
Some questions for design:
- 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?

24/
Whew! That's a lot. No tidy summary here, just me lost in thought.

I hope the slog was interesting for those of you who made it to the end. <3

/fin
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