The lossy quality of mechanical abstraction means that sometimes there's information available in the game world which is not available in the mechanics.
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Dissociated mechanics, OTOH, are the exact opposite of that*: Here there's meaningful mechanical information which is not available to the game world. And, more importantly, meaningful mechanical decisions which have no association with the decisions being made by the character.
With hit points, it seems to me that there is information available to the player - eg I will die if I take one more hit, or I can jump over that 200' cliff and survive, or There's no way a single blow of that sword can kill me - that is manifestly not available to the PC.
As to decisions which have no association with decisions being made by the PC - deciding to use a daily power has an associate with all sorts of decision made by the PC, like where to move to, what to do beforehand, what to do afterwards, etc. If by "association" you mean something like "the player's dedision-making process, in deciding to use the martial daily, does not correspond to any particular decision made by the PC", that may or may not be true. If a particular table, following page 54 of the PHB, takes the view that martial dailies represent deep reserves, then there
is this sort of correspondence - namely, the player decides to use a daily and the the PC decides to draw upon every last ounce of his or her being. But obviously some other tables will run (at least some) martial dailies in a purely metagame fashion - doing a 3W daily rather than a 1W at-will becomes equivalent to spending a Fate Point for bonus damage. I believe some versions of 3E (eg Eberron) use such a mechanic. So does Monte Cook's Arcana Unearthed/Evolved. The presence of this sort of mechanic in 4e is not all that revolutionary, although it's packaging of it (as a mechanism to balance martial PCs against spell users) might be new to some.
In 3.5e, the description of hit points is clear - they represent both the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one. It's easy to see how a character would at any given time be aware of how much physical punishment they had taken, and also how much longer they think they can avoid taking a serious blow. The description is also well supported by other rules that modify max HP according to character class, level, and Constitution scores.
If it's physical punishment, why does it not wear the character out?
Do you do some
houseruling, like positing an adreline rush during combat? That keeps going even hours or days after the combat ended?
Why do we need a mechanic that says would someone looks like at 1 hp? It says 1 hp on the character sheet. If a player asks, "How badly hurt does Pogo the Clown look?" that's a valid question. 1 hp is pretty badly hurt. "It looks like a bad scrape or a thrown rock would finish him off," would be the answer if the PCs were judged to be a good position to assess their opponent's health.
Yet Pogo the clown has no impairment to any limbs or organs.
What sort of biological condition is a creature in such that both (i) a bad scrape would knock it out, yet (ii) it has no functional impairments?
Perhaps some
houserules would settle this question!
Just because a "traveler's outfit" in 3e has no stated color, that doesn't mean that there's no way to discern what color it is.
Assuming that you
houserule that it's not colourless, as the actual rulebook appears to suggest!
Consider this - if besieged foe is meant to work by directing subordinates against dangerous foes, as the description states, then why is the actual effect that allies get a bonus to hit the target? Why does it still grant a bonus to an ally that was already engaging the target before any direction was given to do so? The mechanic could be adjusted to have a direct association with the description (e.g. the war devil forces its allies to stop whatever else they were doing and attack the target), or a description could be provided that better associates with the mechanic (e.g. the war devil sends telepathic guidance to allies on how to exploit the target's weaknesses). But as the essay points out, these would have to be house rules with their own new implications, and besieged foe is far from being an isolated example.
So now a GM who decides to run
beseiged foe as a curse is houseruling! A GM who decides that, instead, it represents telepathic guidance is houseruling!
In Gygax's DMG, the combat section has a discussion of saving throws. He explains how a saving throw is always permitted - that it represents a last-ditch chance at ingenuity and luck. Even a fighter chained to a rock gets a save against dragon breath - perhaps at the last minute the fighter finds cover behind the barest ridge, or perhaps the chains break! Not until this thread had it ever occurred to me that a GM who runs saving throws as per Gygax's instructions in the DMG - which is to say, extrapolating some saving situation out of the context of the game that is ready-to-hand for the participants, although variable from occasion to occasion,
houseruling! I'd always assumed that this was called running the game.