No one asks what an XP models? Re-read your DMG!, where Gygax explains why XP are awarded for looting rather than for training. Clearly some people thought (or think) that XP modelled learning, and therefore complained about XP-for-gold.There is no hidden truth to be unveiled by ruthless application of logic or reference to chapter and verse. Hit points are a game mechanic, just like xp, and nobody sits around asking what an xp models.
I'm not saying that those thoughts and complaints were warranted. But I think they've clearly occurred.
I agree that this is part of the genius of D&D - it mixes the ingame and metagame in a way that few other RPG designs do.These debates for me really illustrate what an ingenious mechanic HP really are. For they're a blatant plot token system: no two ways about it. But they are so close to representing actual wounds, that if you just dress it up a little bit, say associate them with the con score and name the hp-restorative powers "cure light wounds" that people who want to see them as non-gamist constructs, can.
Genius.
From WotC's point of view, I can therefore understand why they might have though powers in 4e for all classes would fly - a martial encounter power or daily power is the same sort of thing, an action token dressed up in the trappings of ingame capabilities, stamina etc. I feel a bit sorry for them that they couldn't carry their audience with them from the damage system to the action/attack system.
I don't follow this. As I think about it, DoaM means that, after the relevant period of fighting, the foe is guaranteed to be worn down at least this much. It seems to reinforce the abstraction of the attack roll, and emphasise the ineluctable power of the great weapon fighter. I don't see how it undermines the abstraction.Traditionally, an attack roll represents a period of fighting, and success and failure determine if you successfully deal damage. The nature of that damage is ambiguous. The result is a consistent level of abstraction.
Damage on a Miss makes attack rolls slightly less abstract by trying to simulate particular aspects of the attack without also making defense less abstract at the same time.