So today's Stolen Pixels reminds me of something I've spent way too much time thinking about, and I thought I'd share.
I don't think hit points represent actual, physical health. I think they represent, basically, how long a character can go before their luck runs out.
I'm basing this idea on the fact that RPGs, whether video games or pen & paper RPGs, always seem to strive for a level of cinematic awesomeness. And yet, a typical fight is just two teams whacking away at eachother until everyone on one side falls over. At the end of a good fight, both sides will be battered, bloody, and staggering off to find somewhere to rest.
However, in a movie, the heroes often go the entire fight without so much as a scratch on them. I've heard fellow gamers suggest that maybe these guys are so high level that the mooks they're fighting can't touch them, but even if a hero is squaring off against his arch nemesis, there won't be much injury on either side until the final, decisive blow. This is because in movies, hit points don't represent a hero's health, they represent how much longer the hero can go before he slips up and gets a sword in his chest.
Star Wars example: Anakin and Count Dooku duel for awhile, neither appearing to score any hits, but it's clear that Dooku is the better swordsman. At the end of the fight, Dooku slices off Anakin's arm, and Darth Whiny is out of the fight. Dooku gradually wore down Anakin's hit points and then dropped him to zero.
However, sometimes in a movie, the hero or villain will take a hit and keep on fighting. These moments represent a critical hit, blowing past the character's defenses and actually landing a blow. For example, in the Princess Bride, Inigo suffers a critical hit right at the start of his fight, but goes on to win anyway.
This concept of hit points is something I use in my own pen & paper games, and it's an idea I'd really love to see in RPGs where people are running around swinging ten-foot broadswords, or dueling with insta-kill energy weapons(cough, Old Republic), because it makes far more sense than having two people just stand around bashing eachother and does it without overhauling the entire system to incorporate more "realism." Hit points are an abstract concept to begin with, so why not abstract them into something that makes sense?
Anyway, just thought I'd share. Hope this insight's useful, or at least entertaining.
EDIT: It should be noted that Lord of the Rings Online did something kinda like this, with morale instead of hit points. However, the animations still showed the typical I-Bash-You-Bash, which didn't quite sell the idea.
I don't think hit points represent actual, physical health. I think they represent, basically, how long a character can go before their luck runs out.
I'm basing this idea on the fact that RPGs, whether video games or pen & paper RPGs, always seem to strive for a level of cinematic awesomeness. And yet, a typical fight is just two teams whacking away at eachother until everyone on one side falls over. At the end of a good fight, both sides will be battered, bloody, and staggering off to find somewhere to rest.
However, in a movie, the heroes often go the entire fight without so much as a scratch on them. I've heard fellow gamers suggest that maybe these guys are so high level that the mooks they're fighting can't touch them, but even if a hero is squaring off against his arch nemesis, there won't be much injury on either side until the final, decisive blow. This is because in movies, hit points don't represent a hero's health, they represent how much longer the hero can go before he slips up and gets a sword in his chest.
Star Wars example: Anakin and Count Dooku duel for awhile, neither appearing to score any hits, but it's clear that Dooku is the better swordsman. At the end of the fight, Dooku slices off Anakin's arm, and Darth Whiny is out of the fight. Dooku gradually wore down Anakin's hit points and then dropped him to zero.
However, sometimes in a movie, the hero or villain will take a hit and keep on fighting. These moments represent a critical hit, blowing past the character's defenses and actually landing a blow. For example, in the Princess Bride, Inigo suffers a critical hit right at the start of his fight, but goes on to win anyway.
This concept of hit points is something I use in my own pen & paper games, and it's an idea I'd really love to see in RPGs where people are running around swinging ten-foot broadswords, or dueling with insta-kill energy weapons(cough, Old Republic), because it makes far more sense than having two people just stand around bashing eachother and does it without overhauling the entire system to incorporate more "realism." Hit points are an abstract concept to begin with, so why not abstract them into something that makes sense?
Anyway, just thought I'd share. Hope this insight's useful, or at least entertaining.
EDIT: It should be noted that Lord of the Rings Online did something kinda like this, with morale instead of hit points. However, the animations still showed the typical I-Bash-You-Bash, which didn't quite sell the idea.