Yes, and? So what? How does this represent an actual problem?
I've been very clear about this: it represents an actual problem because it off-loads the task of determining what's happening within the context of the game world onto the player(s), rather than informing them itself. Is the hit point loss an injury, or just accumulating stress/fear/loss of luck/less divine protection, etc.? You have to figure it out, rather than the game telling you.
The game does not tell me that the Warlord's yelling cures my burns or unsinges my skin. It remains absolutely silent on that point.
I mean, that's not the best example, since the blurb on page 145 of the 4E PHB expressly says: "
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal." But we'll ignore the last five words, there.
The game tells me that the Warlord's words fill me with greater resolve, potentially allowing me to tap into my energy reserves, so I keep fighting with a renewed sense of vigor. However, in contrast, the Cleric calls upon their deity so they can channel their holy magic to bind my wounds or fill me with divine courage, though this also may also deplete part of my energy reserves. Different proceses in the fiction. Same end result in the mechanics.
Yeah, and that's the crux of the issue. Having hit points potentially represent two different things creates a cognitive gap that the player(s) then have to bridge. That some players have no issue doing that is fine for them, but if other players want the game to tell us what's happening, having one mechanical result be indicative of two different things is a hindrance that doesn't need to be there.
My point of introducing the complexity of what Wisdom represents was not so you can try to go for another round of tit-for-tat in fallacy accusations. Instead, it was simply to point out that game mechanics can and do represent more than one thing without somehow being a "double-standard," "special pleading," or whatever other fallacy buzzword you want to throw around at me to score points.
Having a mechanic aggregate something isn't the issue, though (hence why there's no problem with hit point loss representing all different kinds of injuries); it's having an operation (i.e. a function that the mechanics take part in) be representation of two different things happening within the context of the game world. Wisdom damage would be a much better example for what you're trying to state, and even then it'd be fine because it represents one thing: an attack on that particular part of the character's mind. When you have it represent two different things, then you have a problem
Yes, a GM or player may have to parse what HP loss represents, much like a GM or player may have to parse what a variety of other mechanics or game processes (e.g., attributes, a missed attack, a saving throw, etc.) may represent in the fiction. Parsing how the mechanics play out in the fiction is called "playing the game."
Which is why the game is at its most elegant when it takes up the metaphorical "heavy lifting" on your behalf, at least as much as it can without becoming burdensome. Now, that will naturally vary from person to person insofar as what constitutes "burdensome," but again, just because you don't find a task difficult doesn't mean that it's not a task in the first place.
I don't see how HP is somehow peculiar in this regard or why it's an issue. The fact that HP can be a variety of elements that contributes to a character's survival is IMHO meant to be liberating for the GM and player to interpret/parse the fiction in a variety of ways for the purposes of greater rather than less simulation.
Whereas I find nothing "liberating" in the game telling me that I have to keep track of one more thing that's happening, in addition to everything else that I'm keeping track of. If it wants to present two different things, injuries and stamina, then it should have two different mechanics for injury and stamina.
Though I will add that depending on who you talk to here, it's not the player's job to parse that information; instead, that responsibility rests entirely with the referee/judge/GM to parse that information.
Either way, it's something that the people sitting around the table have to deal with, rather than the game system taking care of that burden for them.
Damage on a miss is based around the idea that you have not made a full hit with a full effect, but that your attack still had some effect on the target. Pemerton provides further elaboration on the point of what damage-on-a-miss represents in the context of 4e.
Yes, but what effect? Physical? Psychological? It doesn't seem to want to say, and so that's now something that the players need to figure out on their own. The game could do more to convey what it's trying to model, is my point.
You seem pretty easily hung-up on labels without actually doing the work to read the rules in their context. Here is the entry on Miss in the 4e PHB 1, which tells us what a miss represents:
Yeah, that doesn't really narrow things down. It's a vague nod in the direction of maybe being physical damage, but doesn't commit to it, and doesn't explain how a "miss" is still a hit.
Call it whatever you want if it helps you sleep at night. A rose by any other name is still a rose. Regardless of your hang-ups with the name "miss," the game is explicitly clear and internally consistent with what a miss can represent.
In this metaphor, the game isn't saying a rose at all, which is a problem because without informing us of what's going on in the setting, we don't actually know if it smells as sweet.
Those are wise words that you would do well to remember.
I'm glad you agree that what I'm saying is wise; now you just need to abide by it.
It's unsurprising that people find arguments they already are already disposed towards agreeing with to be persuasive.
And you would do well to remember the converse of that.