Shazman said:
Previous editions of D&D didn't duplicate real warfare exactly , but there was a significant attempt to put as much reality into a system that uses fantastical elements as possible and still make it playable. 4e says, "Reality. What's that? Physics and physiology work differently for PC's and NPC's, and people can get healed because they see a comrade hit one of the bad guys for no other reason than we think it's fun and cool."
Right. In general, I think we've got two different ideas that folks are conflating:
1) Older editions of D&D were a realistic model of reality. No one is saying that, but it's getting beaten on as a strawman.
2) Older editions of D&D were attempting to simulate a reality outside their own rules, not in a scientifically accurate way, but in an intuitive way. Rules were developed by a polymath (Gygax) with an eye on many things: playability, yes, but also his extensive reading of fantasy literature and mythology, and his extensive historical knowledge, especially military history. The rules often tied back to the real world. Examples:
-- Limit on falling damage due to terminal velocity. (Not sure what edition this started it, but I know it was in 3e.)
-- Int explained as score x10 = IQ in AD&D
-- Ratio of 20 sp to 1 gp in AD&D, changed for playability to 10 sp to 1 gp in 3e. Why 20-1 ratio of silver-gold? Because Gygax knew something of historical economics/numistmatism. I'm sure he was thinking about the $1 silver dollar coin and the $20 gold eagle coin of the cowboy age, plus he grew up when the gold standard was still around, and he was familiar with the 20-1 ratio of shillings to pounds. So this was an example of history and "feel" of olden times/England triumphing over decimalized playability.
-- High prices for arms and armor. People often say this is one way AD&D was broken, because the economics didn't make any sense. In the AD&D PHB, Gygax explained that his arms and armor and adventuring gear prices were meant to be super high, to reflect frontier gold rush pricing. IIRC, he mentioned eggs going for $1 each in the Yukon gold rush.
I contrast that with 4e, which I think makes rules not thinking about the Yukon gold rush, but strictly about playability. Perhaps that leads to better or more balanced rules, but it does change the feel significantly.