Reading through (as much as I could bear of) the Damage on a Miss "debate", the strident demands (as opposed to the simple statements of preference) being made seemed to hinge on an underlying assumption: that the game mechanical system should dictate not just the outcome of an adjudicated action, but also the in-game-world process by which that outcome came about.
I think process-sim preferences are part of the explanation, but cannot be the whole of it, because if you really want process sim in your game then you need to abandon D&D combat resolution for some other system (RQ, RM, presumably Harn, Burning Wheel, etc) that actually correlates the outcome with a process. Wheres in D&D combat losing hit points is not itself any definite outcome in the fiction until the combat comes to an end. (Robin Laws is the first designer I know of who actually articulated this idea, in his advice on the narration of action point loss in HeroWars, but Gygax seems to have been implicitly aware of it in his remarks on hit points and abstract combat resolution in his DMG. How it fits in with ranged attacks has always been a bit mysterious - I don't think it's a coincidence that D&D-style RPGs tend to present melee combat as the core case and ranged attacks as secondary or derivative in various ways.)In general, these things only "make sense" in this way to those who have become habituated to them. And it's quite possible to de-habituate yourself (I've done it - again, long ago). Players who started out with White Wolf systems have far less trouble with it, for instance.
Furthermore, many players seem willing to leave their process-sim preferences at the door if they otherwise enjoy the play of a game element. On the current "Mirror Image in 3E" thread I think it's been established that correlating Mirror Image with the fiction is no easier, and in some cases perhaps harder, than correlating Come and Get It with the fiction. In response to this point I've been basically told to suck it up, apply the spell rules and play the game! Where's the process sim in that? And if it's good enough for Mirror Image, why not for CaGI? I think that a lot of the apparent process-sim preferences, in the context of D&D at least, are connected to other preferences like tradition, familiarity, habit etc. The real objection to DoaM is that it is different. The process sim objection - which, as I say, bites just as hard in Mirror Image adjudication, or in any hit point loss short of death - is in many cases, I think, a post facto rationalisation because people have the mistaken belief that "I don't like it" is not a good enough reason. Whereas I would have though that in hobby gaming "I don't like it" is in fact an excellent reason not to include a certain element (mechanical or story) in your game!
That's because all the people who like that style of play are already playing RQ, or RM, or Harn, or BW, or . . . !So in terms of hit points and game mechanics... to "realistically" represent it, the combat should really be miss/miss/miss/miss/1 HP damage/ miss/miss/miss 2 HP damage/miss/miss/1 HP damage/miss/3 HP damage/ miss/miss/miss/75 HP damage!-- unconscious or dead.
But almost no D&D player would want to play a game like that.
This is why I regard the process-sim objections to abilities like DoaM or CaGI it as essentially red herrings. No one who loves D&D can be a purist for process-sim, because it's core resolution mechanic does not simulate any process! Until you lose all your hit points, the rules haven't actually specified any outcome within the fiction, let alone any process whereby that outcome eventuated. Hit point loss on its own is a purely metagame state of affairs!
I don't see why not. Cast Control Weather. Or offer the mayor an umbrella . . .The example I'd bring up here is rain starting up and spoiling the diplomacy attempt. Any attempt to rationalize the cause of the failure is obscured because the chain of causality is irrational. There's nothing the PC can do in that situation to improve on that skill check
I agree with this. As I see it, this therefore leaves design space for DoaM. And it also leaves design space for no DoaM. But the reasons for including or excluding wouldn't be abstraction vs process sim. They would be questions like "Do or don't we want mechanics like DoaM that reduce uncertainty and mitigate failure in rather definite ways?" Because the answer to such questions seems to be quite varied across different players, perhaps a suite of options from which different groups can pick and choose is in order . . .The roots of D&D are in abstraction. IMHO so long as we want to leave the core assumptions of the game intact then abstraction should be fully embraced. This means that HP are kind of nebulous and that an "attack" roll is NOT a swing of a weapon per se.