Because either something is consistent, or it isn't. I already have to narrate an air elemental dodging versus a tarrasque absorbing. I have to figure out why the acid I threw at the armored knight isn't burning his armor. I have to figure out why a rogue in an open plain just took no damage from a red dragon's breath that roasted all of his friends but he didn't move from the spot he was standing in. I have to narrate a magic spell that can bring a sword-struck commoner to full health but can't close the scratches and nicks of a trained knight. If I can do that, I can narrate the knight getting bumps and bruises from blocking the halberd swings or the pixie getting more and more tired as the halberd swings closer and closer. If it adds some interesting mechanical complexity (and any change from binary resolution is interesting in my eyes), than why not?
And in the worse case, a player complains, and I say "No problem, just pick another option." Not so hard.
Exactly. Good post but I can't xp.
It seems for some folks they have an "elephant in the room threshold." Exceed that arbitrary (arbitrary typically meaning that they have established enough time with the wonkiness of something, eg HP and AC and combat round action economy, to internalize it or treat it as background noise) threshold and suddenly its a problem.
For me (and I expect the same for you and others of the same disposition), the elephant doesn't recede into the background, as noise drowned out by robust signal, because some threshold that I've subconsciously set hasn't been passed. There is no continuum within which I establish an unknownable, unquantifiable threshold. Its binary for me. The elephant is always there. Its always present. Its in my face, shooting water at me with its trunk, stampeding and making the big trumpetting elephant noise that it makes. Once the incoherence is established, it is inescapable. More or less of it doesn't matter, specifically when the most fundamental aspects of the system (HP, AC, Action Economy) scream incoherency with respect to granular process-sim. I either find a way to functionally deal with it (eg Fortune in the Middle narration) or I run away like my hair is on fire. Many hard-core sim fans have chosen to run away from D&D precisely because of this predisposition.
While I understand the concept of internalizing incoherencies/shortcomings such that they recede into the background if the signal is robust enough (and I do understand it), it is not remotely a disposition I possess. D&D doesn't all of a sudden become process-sim because I can ignore all of the noise and focus on a signal.
D&D would be process-sim for me if:
1 - The action economy was 1:1 with real-time conventions; game time:real world time and in-game contests:real world contests.
2 - AC didn't have mutually exclusive vectors folded together (dodge, parry, block, mitigation/force dissipation, magic, luck).
3 - A plot protection/vitality ablation scheme (Hit Points) didn't exist and/or it didn't have mutually exclusive vectors folded together (luck, manifest destiny, mental resolve, physical fortitude, tissue trauma, skill).
That would be a start (but that is just the tip of the iceberg...I have tons and tons of other issues with respect to fundamental physics within the implied setting). I absolutely cannot construct a process-sim mindset when playing D&D with these issues saying "HEY GUY LOOK AT ME!. HEY! HEY YOU! RIGHT HERE!" So it becomes a driftable Gamist/Narrativist mushpie, requiring Fortune in the Middle Narration, and some simulatory elements so that my players and I can have some semblance of coherency within the shared imaginary space and calibrated genre emulation.
I'm happy that some folks possess a different mindset (simulation continuum rather than binary) than my own. Its just going to be all but impossible for those folks and myself (and others like me) to get on board and agree on these issues (and thus share a big tent D&D design that is mutually exclusive of our interests).