Hit Points: Difference between revisions

253 bytes removed ,  6 years ago
no edit summary
(→‎Exceptions: -> into examples template)
No edit summary
(2 intermediate revisions by 2 users not shown)
Line 1:
{{trope}}
 
<!-- %%Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1300208948030520100 -->
<!-- %%Please do not change or remove without starting a new thread. -->
[[File:Tyrantosaurus spanking 5546.jpg|link=Dragon Quest|frame|BAM!]]
 
 
{{quote|'''[[Ninja|Karashi]]:''' Had enough?
'''[[Big Bad|Khrima]]:''' You know very well that by the definition of hit points that I haven't yet [[Critical Existence Failure|had enough.]]|''[[Adventurers!]]''}}
 
Line 12 ⟶ 11:
Rather than using actual wounds and damage, players have a number attributed to their health that clearly indicates how close to death they are. It's like a time-irrelevant take on [[Exact Time to Failure]] in that [[Critical Existence Failure|only losing the last one]] causes any real harm. It should be noted, however, that HP in many games (especially [[Tabletop RPG]]s) is supposedly a statistically concealed conceit of both [[Plot Armor]] and actual health. As your HP drops, it's ostensibly your talent/luck at dodging, deflecting and absorbing blows dropping as you get more tired and desperate until you actually get hurt (This explanation raises [[Fridge Logic|problems of its own]] all too often.)
 
This trope can be directly traced from the original ''[[Dungeons and& 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 the [[One-Hit-Point Wonder]]). 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 well-being.
 
In [[First-Person Shooter|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 007 (1997 video game)|GoldenEye]]'', players and enemies often take multiples of damage based on where they are hit, but in the end, [[Boom! Headshot!|a bullet in the head]] is exactly the same as twelve in the foot, or what have you. It's a good thing there are so many [[Heal Thyself|water fountains]] and [[Healing Potion]]s spread about.
 
In [[Role -Playing Game]]s with levels, you usually get a higher maximum number of Hit Points with each [[Character Level]].
 
[[Call a Hit Point a Smeerp|They're not always called "Hit Points,"]] but if they have an on-screen abbreviation, it's almost always HP. If individual body parts have hitpoints, that's [[Subsystem Damage]]. Sometimes entities have [[Multiple Life Bars]], layered in combinations like [[Regenerating Shield Static Health]] or for different types of attacks.
Line 50 ⟶ 49:
** 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.
<!-- %% I think that certain number may be 20, but I can't remember. Also, I think that considerable percentage ranges from 75%-99%. What's the exact formula for determining how many rings are lost? Can someone check? -->
== [[Real Time Strategy]] ==
* In the ''[[UFO: AfterblankAfter Blank]]'' 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.
 
== [[Roguelike]] ==
* 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 characters' 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''. [[Stylistic Suck|ASCII graphics]] gives you a ''lot'' of extra space to play with.
 
== [[Role -Playing Game]] ==
* Several of Koei's ''[[Romance of the Three Kingdoms]]'' games give you "hit points" in the form of [[We Have Reserves|units]]: The modifier equals thousands of able-bodied soldiers fighting for your general.
* ''[[Desire Dungeon]]'' is unusual in that its MP meter doubles as a second HP meter. Physical and magical attacks deplete normal HP, while erotic attacks deplete MP (which represents willpower).
 
== [[Survival Horror]] ==
Line 80 ⟶ 79:
[[Category:Older Than the NES]]
[[Category:Video Game Tropes]]
[[Category:Hit Points]]
[[Category:Pages with comment tags]]
[[Category:CRPG Tropes]]
[[Category:Pages with working Wikipedia tabs]]
[[Category:Hit Points{{PAGENAME}}]]