The mechanics simulate nothing full stop. Like the saving throw mechanics in 1st ed AD&D. They certainly do not simulate the game. They are (a part of) the game.The mechanics simulate nothing outside of the game itself. You just choose to pretend that they do.
As to pretending - I don't see that as objectionable. The fundamental step in playing an RPG is pretending that something is the case in an imaginary world (indeed, some people regard this as the paradigm of roleplaying, that distinguishes an RPG from a boardgame).
In the case of 4e's hp/healing surge mechanics, they establish certain constraints on the what can be pretended to be the case in the imaginary world.
Agreed. As Lost Soul has repeatedly pointed ouot, the hp/healing surge mechanics establish certain constraints on what can (consistently with the rules of the game) be pretended to be the case in the imaginary world.Therein lies the flaw in your argument : you assume that a game mechanic must either directly simulate some element of the game world or serve no other purpose than as a game play construct. Mechanics can also serve to reinforce the ongoing narrative without necessarily being directly reflective of the physics of a game world.
And that's the crux of the disagreement. Some players want mechanics that deliver the story. Others want mechanics that set the parameters for the story. 4e will not do the first job. (In my view neither did earlier versions of D&D, but they often didn't do the second job all that well either, or at least often weren't very clear about it. But that's a different matter.)The objective in-game meaning of the mechanic should mesh well enough with the flavour so that no subjective DM narration is required to explain it
I think earlier editions had problems (eg the Cure spells, as has been noted repeatedly in this thread). I agree also that 4e is qualitatively different in embracing the non-simulationist character of the hp mechanic.I think HP have changed more than just in a quantitative fashion compared with earlier editions. The quantitative changes (healing surges and heal all damage overnight) have IMO created a definite qualitative difference in how they relate to game-world events. You are never truly injured in a way that resembles any form of reality that we are used to. This doesnt mean earlier editions were great at this but there was a closer connection between hps and physical damage to the character.
I think 4e mixes slightly different mechanics together - intricate combat mechanics with comparatively rules-light mechanics for other conflicts. As hp belong to the former, it wouldn't fit with the current design to extend them to the latter. Whether the current mechanical mix ultimately makes sense is another matter, of course.I would have rathered them go full bore narrativist and be more similar to somethign like TSOY. Since HP have only a small overlap to real in-game meaning to physical damage, many things should result in HP damage as it is now a gamist/story mechanic and not really an game-world mapping injury mechanic. HP are now gamist/narrativist mechanics which really only determine how long your character can partake in the adventure. All failures in conflicts should end up doing HP damage making skill checks far more tension filled. Of course this might totally throw them off their design goals and many would not like this direction.