billd91
Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️⚧️
Isn't the point of simulation to answer basic questions of "How did this happen"? Correct me if I'm wrong here, but, that's why we have sim rules, isn't it?
Nothing is actually being simulated in a D&D combat attack. The mechanics don't simulate anything. A hit could be contact, or it might not be - after HP aren't just meat, unless you think that my 10th level fighter with 100 HP can somehow withstand more physical punishment than a polar bear and that somehow, gaining levels, makes my character physically more resistant to damage, IOW, gaining a level actually has significant physical changes - like being 10 TIMES tougher.
The combat rules are, and always have been, 100% gamist. Nothing is simulated. You make an "attack", which can mean virtually anything, against a nebulous ball of hit points, which don't represent anything in the game world - it's completely unmeasurable in any meaningful way since it includes things like luck and whatnot and then narrate the results in a fashion that has nothing to do with anything really, it's pretty much entirely free-form, so long as the table agrees to it.
In what way are the rules for D&D combat a simulation of anything? You cannot use these mechanics to answer basic questions, that any simulationist rules must be able to answer - "How did I miss?" is a basic sim question that, if it isn't answered, means that these rules are a complete failure for simulation.
That's a very narrow conception of simulation and, in this case, it is poorly used. A simulation isn't necessarily about analyzing how something happened. It may also be using a constructed model to imitate a process - in this case, a process of fantasy combat. And in that sense, D&D's combat really is a simulator. It's not very exact. It's pretty abstract. Yet it takes salient factors in the process - combat skills, weapon qualities, armor qualities, personal qualities, and others - and uses them to generate a result that favors better combat skills, better weapons, better armor, better personal qualities and a number of other factors.
The abstractness of the model, which is a function of gamism because without a gamist eye directing the level of the abstraction the simulation becomes unplayable, doesn't keep it from also being a simulation of fantasy combat.