Hit Point
Hit points are a measure of how much damage a character/vehicle/structure can withstand before becoming useless. It's a hold-over from the simulation wargames that are the parents of modern role-playing games. Historically, it was Dave Arneson (the one who isn't Gary) who got the idea from some American Civil War navy wargames, because having your hero-characters die on the first hit sucked ass.
What Does It Mean To Lose A Hit Point
Hit points are an abstract thing, which freaks people out when they're playing the game as a simulation. "Okay, so I lose 3 hit points. Does that mean my shirt's ripped? I dodged it? I got a cut on my arm? What?" It gets worse when characters get more hit points from getting more power, skills or experience, but that doesn't change their appearance. It gets ridiculous when a character gets so many hit points that highly improbable events become common (i.e.: a level 13 fighter in Advanced Dungeons & Dragons has a better-than-half chance of surviving a fall at terminal-velocity heights).
Here are some explanations people use to explain hit points, and their ablative nature. Most DMs use a mixture of a few of these:
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- They're a measure of fatigue, as the combatants parry and dodge blows. Only the last few hit points represent wounds.
- They're a measure of the effectiveness of the equipment the character uses to protect themselves; armor straps are cut, weapons get nicked, metal plates get dented. "Rest periods" include repair and maintenance of their gear.
- In the case of giant fighting robots, or spaceships firing on each other with lasers, the hit points are a measure of the ablative armor evaporating to rid the excess heat before it causes damage.
- The heroes of the story are lucky, since they are protagonists, but their luck can run out.
See also: "What the fuck is a healing surge ?"