I'm A Banana
Potassium-Rich
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. For instance, if "damage" was to be caused, then that will be because an in-game "sword swing" must have "hit" the creature taking "damage", or otherwise some similar eventuality must be described by the system to justify in in-game-world terms why and how that "damage" arose.
Generally speaking, if Y happens, it must have been caused by something (X). If in the mechanics, HP is lost, there must be a reason that HP is lost. If in the fiction, injury is suffered, there must be a source of that injury. The mechanic only exists to resolve the question of "I do X. What Y happens?" The mechanics do not resolve the question of "Y happened. What X did I do?"
The reason for this is because the action the players take in a TTRPG is "I do x." This is a core gameplay loop: Player does a thing, DM describes the results of doing the thing, player does another thing, and on and on.
The mechanics need an input (action) to describe an output (result).
Now, if one is making a CRPG I can see that this argument is valid; at the end of the game mechanical process you have to generate a physical depiction (on screen or whatever) of what happened. The swinging sword must either impact upon the target or it must not. But tabletop RPGs don't work the same way.
Causality works that way, too. Cause and effect. Effect depends on what caused it. A mechanical process in a game like D&D is there to help adjudicate the effect of the various actions the people are taking in the fiction.
Let's look at what does happen in a TTRPG. The system generates some result - lost hit points or whatever it might be. The system may also present some cues concerning how this result came about. And then - here is the critical bit - each player generates a picture in his or her own imagination of what exactly has happened in the game world.
The system only generates a result when it is compelled to do so by some original cause. So the players know the cause before the result is generated. Regardless of the result, each player knows what happened that needed resolving. They know the inputs. The system helps generate the outputs.
No physical depiction of the action has been generated at all. The "movie scene" of what just happened exists only in the minds of the players playing the game - and those movies will all be different in minor or not-so-minor ways. No system, however detailed or stringent, will ever control completely the imaginations of the players as they generate their personal pictures of what has happened in game. This is a key point to understand, because it points to the reason and purpose of the game rules and mechanics.
It isn't true that a physical description hasn't been generated "at all." It hasn't been generated in great detail, but the input action is a known quailty, and so has been generated by the player declaring, "I do X."
No system is going to model all the little details, but that's not the ask. The system is just asked to produce a broad output based on a broad input. I do X, what Y happens? The exact steps along the way are subject to personal interpretation.
Not defining the "how" at all seems immediately to be problematic, for two reasons. Firstly, it gives the players no clues at all about how to envision the scene - it presents a totally blank canvas (which begs the question why we are playing this game as opposed to any other). Secondly, and perhaps more seriously, it gives no clear guidance concerning the implications of the result of the outcome generated by the mechanics. It runs the risk of failing to communicate key features of the outcome that are due to the nature of the process that generated that outcome.
This seems to presume that the output is determined before the input, that we know the effect before we know the cause, that we resolve some process before the players ask for that process to be resolved. That seems backwards to me. We know the input, the action that needs resolution. What the mechanics resolve is the output.
At the other end of the scale, defining in huge detail the process that leads to the outcome - for instance, detailing the exact path of the sword and evaluating its capability to pierce armour and skin, to slice flesh and break bones and determining which blood vessels it severs as it passes through* - generates at least two problems. Firstly, the sheer effort and volume of words required to write such a system for the majority of action types involved in even a quite focussed roleplaying game would be quite prohibitive. Secondly, the more detail is given about the process, the more likely it becomes that some players - especially players with knowledge pertinent to the subjects treated by the rules systems - will find the systems' outcomes hard to believe. Plausibility actually suffers with too much definition of process. As an example, talk of "swinging swords" and the very idea of such a thing as a hard divide between a "hit" and a "miss" are things that make no sense to me given the level of knowledge I have of medieval swordsmanship. Tell me an outcome and I can imagine a plausible route to that outcome no problems, but tell me about "misses" being so poorly directed as to "swoosh over the target's head" and I'm wondering what the bejeezus these guys are playing at.
The system need not concern itself overly much with detail. The input is broadly described ("I attack the orc!"), and the output can be broadly described ("The orc is wounded!"). Genre considerations of the individual table can help direct the description (a table into medieval swordsmanship might reference specific styles and blows; a table with doctors on it might apply more detail to the wounds; a table playing it like a Tarantino movie might have blood & guts everywhere).
I pointed out above that TTRPG systems don't have to produce a physical representation of the action they adjudicate.
The systems don't, but the players do, namely by dictating that their characters perform an action before the system resolves that action.
This is, I think, the real difference of taste at issue, here. All that the actual play of a TTRPG requires is sufficient detail of outcome that clashes between what the players severally imagine to be the current situation in-game are minimised. This should be the baseline minimum any game system undertakes to provide. How much detailing of the process that leads to that outcome is provided is an aesthetic choice, but we should be aware that some players who like and even need that sort of thing will read such detail in apparently incidental words - let alone in such action-specific words as "hit" and "miss". The use of such words will be taken by some (many?) as the provision of process detailing, even if none is intended; such use ought, therefore, either (a) be avoided or (b) be used in such a way that they do, indeed, detail a process that is being dictated by the system.
I think the style consideration that may lay at the heart of this is that there is a big gulf between those who put agency in the hands of the players (cause -> effect) and those that put that agency in the hands of the system (effect....but what cause?).