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I’ve always really loved mechanics that encourage players to manage risk, especially where it relates to HP systems.

One that I enjoyed, in Cosmic Star Heroine; when your characters’ HP reaches 0, they remain on their feet for their next turn. If their HP is healed to a positive number that turn, they can continue, but their healing is halved to make that difficult. On the other hand, while in negative HP, they can also perform an attack that deals double damage - after which they’ll be KO’d.

Fatal Frame has an item that will automatically revive and full-heal you one time when you would otherwise die. However, you can only hold one of these at a time. So, if you’re playing with heavy use of healing items, burning through all your film (ammo), you might find a second one, which will make you wish you’d leaned on the first one a bit more by not bothering to heal quite so often.

Another random example: You’re in a JRPG, and going against a boss enemy that has a brutal spell that reduces people’s HP by 3/4ths. However, they have pretty limited options for actually finishing you off. At some point, players will realize their advantage, and stop spending so much time healing people to full. A similar example is a boss in Final Fantasy X. It habitually casts Zombie on your party members, meaning healing spells will damage them, and revival spells will kill them. She then frequently casts “Revive-All” on your party. If everyone’s a zombie, that means you die in one turn. However, if you stop healing, and let party members die to basic attacks, she may accidentally bring them back to life for you - and no longer zombified.

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