FrogReaver
The most respectful and polite poster ever
This all makes me picture an hourglass.
Sand, running down from the top portion through a bottleneck to a lower portion. Altogether, it takes one hour for all the sand to empty out of the top portion and collect at the bottom.
But no two grains of sand are exactly alike. So no two grains of sand are ever worth the same exact amount of time. Even those that are bigger and heavier, that we might expect to fall first, must wait their turn to be filtered through the bottleneck.
And yet we’ve never bothered looking at the hourglass and concluding “we’ll this is poorly designed nonsense! The grains of sand should all be precisely alike and should all correspond to the same precise fraction of one hour!” And while we’ve definitely iterated in the design (waterclock, sundial, mechanical watch, atomic clock, etc, etc.), we’ve all accepted an hourglass as “Yeah that’s basically an hour, and a second or two here or there doesn’t really matter.”
If that second or two really did matter, we wouldn’t use the hourglass.
I feel like hit points are in a similar situation. No two hit points are ever alike, and they never represent the same amount of luck, endurance, life, blood, stamina, grit or whatever. They’re not consistent across characters, across instances of damage sustained, and they’re not even valued equally. That last hit point lost is a million times more valuable than the first one lost. And when it’s gone, well, your time’s up.
Functionally, an hourglass and hit points are about the same: good enough for what we’re doing with them.
Well said!