Original Post
A warning, this may get long winded, but there is a point in here. *** Aah, the Health Bar. How do we love thee? Not much really, at least me, the rest of the game world has relied on their love of the Health bar and its siblings the Mana bar and the Fatigue bar where appropriate since I was born at least. The mana bar has in some cases seen replacement with other resource systems for balancing magic use but I have never seen such with the health bar. If you can die and its not in one hit special case traps, there is a health bar telling you just how close you are to death. First a few of the wondrous benefits of such a simple mechanic. Its simple, thats the biggest, and easiest to see. You know when you hit 0 you are dead. Its easy to measure, its easy to understand, and its easy to manipulate. Damage is just a number subtracted from your total and when its gone, you are gone. We can do better. There are problems with a healthbar. First, we can do better than showing our health as a simple number in combo with some special modifiers such as paralyzed, afraid, bleeding to death, confused, asleep, drunk, or stupid. Also, since when can a person fight their best when they are nearly dead? 1/1000 health but I can still smack you down in my least breath with just as much force as when I ran in the room? I don't buy it. We can do better than a simple bar reflecting your health. Our ability to do actions within any game that keeps track of our health and allows death should be affected by the status of our health. We need more than just those modifiers that get tacked on because 98/100 health is just too simple to reflect how incredibly drunk I am. There are significant balance issues involved here though that I recognize and more I probably haven't thought of, for instance: If we keep a health bar but say that your actions are as effective as your % of total health, then first blood in most fights will win. They had the ability to land a hit and were awarded advantage for the hit and will use the advantage to land another furthering the lead. Such an issue can be turned into an interesting balance mechanic in some games with some opposing forces to radically swing the balance when you are the underdog, but such gameplay will not work in every game and so there needs to be a different way to reflect that you are not at your best when you are hurt but not kill you for it. Aside from the above paragraph about a balance issue which could be a post of its own, my point here is this: the health bar is too simple to reflect something that should and could be far more complex, interesting and fun in a game.