Mustrum_Ridcully
Legend
Shadowrun (which I started roleplaying with) is an abstract system, same as D&D. I don't really see wound levels ("So, a 5 cm cut to the hand is a light wound, meaning 1 box of damage. And I am dead at 10 boxes, meaning, 10 such cuts to the hand or arm?") as that more realistic (or "logical", or "simulationist" for some) than hit points. Both require a suspension of disbelief. And the less said about the relation between Shadowrun's firearm rules and the real world the better.

Well, I will not claim that Shadowrun was actually good at what it aimed to do, but it seemed to pretend it a lot better then D&D.
The question is - why did D&D never try to get "better" at this? Why did it keep mechanics that are so "in-the-face" lacking of verisimilitude like hit points or levels around? I can get classes in this context, because class and role are obviously closely related (well, at least they used to be), and you want to facilitate playing a role...Samuel Leming said:<snip>
Almost every subsequent RPG coming out soon after D&D was an attempt at better support for role playing by introducing more verisimilitude, usually through rules. Champions, Role Master, Gurps, Runequest, Call of Cthulhu... The only exception that quickly comes to mind is Palladium and that's more of a copy cat situation. D&D was sold as the original role playing game, and almost everything that followed, until recently, were attempts at improving upon different aspects of that.