Most of the time numbers are best for conveying information.
If it's things that
are, numbers is best. (Hit points, stats, armor class, fatigue)
If it's things that
happen, words are best. (The game telling you what's on the ground, what you picked up, what you zapped)
For
impact, it depends. (How hard you just hit someone, how much damage your wand blasted all over someone's face, the result of your jumping skill check to get on the table.)
I prefer both, with the option to turn off either one
Ie. I like it when the game tells me I "scored an excellent hit" and the orc "failed to hurt me", but I really really goddamn prefer it if it gives the numbers too. I want to know what I rolled for that excellent hit and if I can expect more, and I want to know if the orc failing to hurt me was because he is weak-sauce or because the planets aligned just this once and he's going to explode my guts all over the cave with his next attack.
As for hit points. Numbers. No excuse ever.
Angband does this thing where when you attack a monster a health 'bar' shows up with stars to exemplify health, like so:
[**********] and then it goes all [*******---] or maybe not because it is
dog shit and doesn't give you any idea how much health the monster has and if you're even actually doing any damage at all.
You might think it's cute to use words to describe health-state of the player, but it is a dick move
Absolutely horrible
However, it should not hurt if you display textual descriptions as an *addition* to the numbers (for example as "tooltips"). It could be helpful for beginner players who probably don't know yet if the strength of 10 is high or low in your game.
I like color coding for stats. Red for low, orange/yellow for normal and green for 'good', maybe even purple for 'awesome'.
Whether you define low/normal/good/awesome by the average for that race or by a static 1-18 scale is up to you. (the difference between giving a rat with 14 str a green 14 str or a purple 14 str, see?)
I can understand you want to know what your exact amount of hitpoints is: you experienced that a certain monster doesn't hurt you more than 5 hp in this stage of the game and you have 6 left, you decide to save your magic for later and hope to heal by resting after the fight.
Not just that (tossing aside the chance that that monster could hit for 6 or 12 damage suddenly), usually the player's maximum HP increases over the course of the game, so will "piddly health" mean the same thing after 20 levels as it did when you started the game? Probably not. It's just really annoying to not be able to clearly know the most
vital statistic, lol.
But in terms of stamina, armor class, dexterity, vitality etc. When you are playing a game, do you really use and therefore need these numbers to calculate your chances? Or do you just try to level them up, depending on your playing style or player class?
Knowing the number helps with planning;
-how high is this stat? (a scale (1-10, 1-18, 1-500, whatever.) is universal.)
-how much did the stat-drainer just knock off? (Knowing that potions of restore X restore 1-2 points lets you plan for how many of said potion you need, other than blindly chugging them untill you go from 'pencilnecked' to 'beefripple')
-how high does it have to be in order for me to be able to do this or that? (18 str and 16 dex to get three hits per round with a longsword, ok. 'Melon-armed' and 'Outruns cougars'? Is that the same for my orc as it is for my elf??)
Numbers are simply to cleanest way to convey information. Words are too ambiguous.
Hunger isn't displayed as an integer regularly, that would be unrealistic. Why are we expecting to see our health as an integer then?
I'd love if hunger was displayed as an integer :p
Knowing I start at 5000 satiation, iron rations (if not cursed) restore 1000 and each turn drains 1; this lets me plan ahead. Going from normal hunger to hungry, eating something, then going hungry again when you exit the room is frustrating.
But hunger is usually not shown because the food clock is one of the challenging factors of roguelikes, and not knowing the exact numbers adds excitement and suspense.
If you did it to health it'd add annoyance, alt+F4 and shift+delete instead...
As a side note, I appreciate Halls of Mist for 'removing' food. Instead the dungeon is filled with darkness that will drive you insane, so torches are now the new 'food clock'. And Angband always shows how many turns a torch has left. Then again, it's (almost) always possible to go back to the surface and buy more torches in Angband...
More examples! Crawl has gods. Please your god, gain piety. Usually gods grant abilities that can be activated in exchange for piety.
Annoying part? Piety goes up to 5 stars. Piety cost for using abilities? Unknown. Game simply states 'Piety'.
Will activating this ability make me go from 4 stars to 3 and lose passive abilities X, Y and Z?
I don't know, since I haven't read the spoilers and counted my piety manually outside of the game.
Madou Monogatari for the SNES. RPG, translated by AGTP. No numbers. Health is described by animations and text. (You play a 5-year old girl who can cast spells, derp) As your health drops your giant onscreen portrait goes from "smiling and waving" all the way to "looking like she lost her mom in the supermarket".
Fun times when encountering a minotaur while at the "halfheartedly smiling with hand in air"; he slaps your shit in one hit. Turns out you could have taken that one hit and cast your ultimate spell to beat him if you were full health.
-You don't know how big your health pool is
-You don't know how much his attack knocks off
Does this situation make you:
-Do some work to fill your health to maximum (or what you think is maximum, based on whenever she starts smiling AND waving)
or
-Go the fuck somewhere else thinking this guy out of your league for the next 4 hours of gameplay.
That's annoying, right? Now imagine with permadeath!
But in terms of stamina, armor class, dexterity, vitality etc. When you are playing a game, do you really use and therefore need these numbers to calculate your chances? Or do you just try to level them up, depending on your playing style or player class?
I don't think anybody actually does such calculations. Maybe we just like to see the numbers as they grow up, maybe that gives us the feeling that our character is developing, which is much harder to see without numbers.
Depends on the game.
In Incursion knowing the goblin's making a 1d20+5 attack roll versus my 33 armor class lets me clearly know I don't give a shit about said goblin untill he starts throwing criticals.
Knowing I'm hitting a certain ur-dragon for 1d8+12 and that it blocks 15 points of damage always lets me know that just under half the time I'm doing no damage at all and that maybe I should go away.
Whereas in Crawl I'm swinging at an ogre for
damage with a
chance to hit and he'll maybe kill me in one hit sometimes or he'll do 1 hp damage. Whee fun times with uncertainty.
I can have a level 6 character get splatted by an ogre, or I can have a level 1 character (same race/class) kill 5 ogres no problem. And then get splatted by an ogre.
There's information thats fine to keep from the player, and there's times when not giving a player information is super annoying. And people who are way more qualified than me to talk about game design still struggle with this, so have fun!