Awesome article about a concept that I often apply to my own designs, but have never quite articulated this well. Small integers and a minimalist approach to scale can actually give players more opportunity to strategize by increasing the relative difference between different values and/or keeping the game to a manageable level that a player can be expected to keep in their head. There is a reason when I get excited when a game has enemies with between 1-3hp for example. You can read the full article at the link below!
As an unintended follow up to today’s article about Imbroglio, here’s Tom Francis’ article on his “playable game criticism” of Imbroglio: Morphblade! It delves into some interesting discussion on the implications of hit points, how much decision making should be made upfront by the player and how re-thinking your early design assumptions can help avoid local-maxima in your designs.