I'd say it might work better narratively, but for simulation feels like a stretch. So you are telling me a dragon headbutting you, clawing you, biting you, slapping you with a wing, knocking you with their elbow, hitting you with their tail, goring you with a horn, that all of that has the exact same result?
seems to agree with my take that it helps narratively
You are correct. My point, when it comes to simulation, is only that the other options are no longer missing. But you are right - I personally care little for what is often meant by simulation and I care a great deal for narrative depth.
I find that the
less "simulationist" the game mechanics are, the more "realism" I can find in the narrative.
For example, I'm often reminded of the time I had the misfortune of playing Rolemaster. A friend suggested we play it because he found it more "realistic". So we spent hours and hours making characters, and in the first fight, I was standing behind a bolder, and a foe shot at me with a bow (from nearby). He scored a crit, and the game ground to a halt as we rolled in various charts fir weapon type vs armor type and location, and I wound up with a terrible wound ..
To my FOOT.
I don't remember all the details, but at the time, everyone at the table felt that the foot was about the
least likely place that I could have been wounded. Why dud we waste so much table time only to have a less-than-likely result?
A more open (IE narratively made-up) ruleset would be both quicker, and ultimately more "realistic".
At any rate, I would rather play those sorts of games. YMMV.