You ignored my earlier post. That's fine.
Not intentionally! I must have overlooked it somehow. Sorry.
That said, sometimes what players want to roleplay is a character who refuses to be affected by external forces, feelings, or thoughts because they are stuck in a "play to win" mentality. They play as children who erect "invisible force fields" around their characters and make themselves immune to the possibility of being psychologically affected. Part of the interest in resolving this with dice is that we are playing to find out what happens to the characters. We are challenging our characters and finding out what sort of people they are as we roleplay them, use dice to resolve these unknowns, and bind ourselves to the results with integrity.
So, that strikes me as a "some players will be jerks, and we need rules to protect us from that" kind of argument, which I see a lot. My response is that jerks will be jerks, and no amount of rules will prevent that, so your best strategy is to not play with jerks.
Many philosophers believed that humans were rational creatures. The reality of being biological creatures is that we are not entirely rational or even as rational as we imagine ourselves to be. Our brain chemistry and body can have unexpected influence on our human thoughts, emotions, and feelings. We can likewise be affected by others even if we would otherwise choose not to be with our rational minds. Sometimes people get mad and upset despite knowing perfectly well that there is no good reason for it. There is also a lot of self-deception when it comes to human psychology. There are even many times when we find ourselves surprised by our thoughts, feelings, and emotions, particularly when they would seemingly defy the expectations of our typical choices.
I think this is a variant of the previous argument. It is saying that players won't choose to take sub-optimal actions for the good of the overall story. And I disagree.
And, again, if they refuse to do that...don't play with them.
Usually this leads to the "well then why roll dice for combat?" argument, so I'll pre-emptively answer: while I
want to make mental decisions for my character, I do not want to do the same for combat. I don't want to try to imagine the scene and the trajectory of the sword and the placement of the shield and the quality of light etc. etc. etc. and try to make that call.
I think one reason for this is that don't really see any story value, in terms of expressing my character's individuality, in the decision. So there's much less incentive, compared to mental decisions, to allow the sword to hit me, or allow mine to miss, in order to better portray my character. It's all downside, no upside. And I don't want to have to make that call for every sword stroke.
However, I will say that when I have used
@iserith's* rule for PvP, that when one PC attacks another the target gets to narrate the result, that I have
frequently seen players allow the blows to land. So there's that.