Unless you're aiming for a specific location, you're going to strike a random spot on the human body if you strike them at all, right? Chances are, you'll have more chance of hitting someone from where the weapon is swung; that is, if I was facing you and attacking you with a sword, I would hit anywhere from your scalp to your knee (below that would be rather difficult unless I dropped a little), with more chance of hitting your shield arm or your torso.
Hmm... to expand on the idea of swinging without specifying a location, how often to you see people swing at random and land a significant blow? I'd penalize people who don't select a target!
Skilled fighters look for openings and strike with precision. They don't swing in the general direction of their oponant and hope something happens.
HP are good for tabletop games because hit location systems, keeping track of armor for each body part, and handling dodges, blocks, and counters all take a lot of time when each step is calculated, rolled, and compared to a chart by a human being.
In single player computer games on modern computers, you aren't as limited. A computer can do all those things in the blink of an eye. Most RPGs keep HP because it's what people expect of an RPG. It also takes time to design new combat systems, and you have to be sure it's fun. Realism doesn't matter. Fun does.
In multiplayer RPGs, bandwidth gives designers a good reason to cut down on unessential variables.
I've played games of all sorts. I like the Shadowrun/White Wolf style of damage system best. Each player has a set ammount of health. Players use their Body or Stamina attribute to resist damage. It's fast paced and fun, without promoting the ludicrous situations that HP increase systems allow. (Ok, admittedly a cybertroll with 12 Body can do some ludicrous things...)
I'd actually have to say that Lexy is way more knowledgeable at bending English to be her tortured slave. (::suddenly pictures Lexy grabbing a novel and beating it::)
Gughunter and Leftley also have credits for verbal mastery. Guy discovered the ATOM, and Leftley can find a way to turn practically anything into a pun or into observational humour.
I'd nominate any of these three before I nominated myself for anything. Except, maybe, for spelling. I am a really champion speller -- if I ever had a spelling bee, I'd win. =)
(Lemme put it this way - out of a 150 word test in kindergarten, the only word I couldn't spell right was "villain". And thereafter I have always spelled it correctly.)
(The only other things that I can't spell are words I have never seen in print, such as medical terms (I can spell "pneumonia", though -- had that one myself, actually) or words that I wouldn't want to remember seeing in print. Like "syphilis", which I'll now unfortunately remember how to spell.)
That is where I can easily disagree. HPs are the standard in advancement because Gygax made them the standard. And as I am a firm believer of, if Gygax says it is true, then it is done to just make assumptions and avoid the detail involved in a situation.
Also, one must remember that it isn't hard to determine anything. People must also remember that there are algorithms available all over the world called "random number generators". Unless you're aiming for a specific location, you're going to strike a random spot on the human body if you strike them at all, right? Chances are, you'll have more chance of hitting someone from where the weapon is swung; that is, if I was facing you and attacking you with a sword, I would hit anywhere from your scalp to your knee (below that would be rather difficult unless I dropped a little), with more chance of hitting your shield arm or your torso.
Note that while I love detail (not realism, mind you), I despise complexity (usually -- some games, like DMT, make complexity a useful game element). That is, anything you try should be accomplished in as few strokes, rolls, keypresses, or whatever as possible, but anything you can even think of trying should be able to be accomplished somehow.
(No, I'm not a golf fan -- I meant pen strokes in a pen-and-paper roleplaying game.)
Uh, you're saying that uniqueness is bad? I ever so heartily disagree, for reasons which should be obvious with my current anti-DBZ record and behind-the-scenes development babble.
You'll notice that SpaceTug, for example, isn't called "Alien: Nostromo versus the Critter", but rather a generalized name. SpaceTug is like Alien, but it isn't a carbon copy, and many of the general ideas are similar but the game itself is very different. You'll note that dozens of people that see that one online are instantly there.