Hussar
Legend
I mean simulationist in the sense that there's a world there, and we're trying to have the rules describe the world. You're talking story there; that's why I made the distinction between narrativist and simulationist. In a simulationist world, you can't have big dangerous demons who fall over and die when stuck with daggers./snip
That's not always what is meant by simulation, as NNMS points out. Simulationist can have a fair number of meanings and I just wanted to pin down the one that you meant. You mean simulationist as in "I want to have a world where the mechanics have a very direct correlation with describing that world." And there's nothing wrong with that.
My point is, at the end of the day, there isn't a whole lot of difference at the end of the day. My high level paladin had a minimum damage of about 20 (Holy Avenger, Girdle of Giant Strength, Unearthed Arcana rules - yeah, we were about 13, sue me.

Which is what the minion rules are meant to represent. A simplification of having certain monsters in the encounter that are just small enough to go poof when you hit them, but still have the right bonuses to be able to hit the PC's without having to drop 100 of them on the table because the PC has an AC in the mid negatives and anything under about 5 HD can't hit him on less than a 20.
Generally, this is how things did balance out. The PC's defenses were so much higher - full plate + shield is easily doable by about 3rd level (presuming you are using Unearthed Arcana or later rules) and a 15 Dex isn't that out of line for a fighter. That's a -1 AC without any magic. A fair number of the things a 3rd level party would face now only hits this character about 10-15% of the time.
AD&D lethality came from Save or Die effects, not combat strength. Most of the 1e monsters were pretty darn weak individually and it took a large number just to make a moderate threat.