Lizard said:
Because regardless of the purpose of the rules, players WILL treat them as descriptions of the universe, and to the extent they need to be told "Well, yes, according to the rules you could do that, but you can't, because that's not how the rules are supposed to be used", they will feel limited and constrained. If game balance is based on "People should honor the spirit of the rules", game balance is broken.
What is the basis for this generalisation? Yes, a certain sort of player will treat a non-simulationist ruleset as if it were simulationist. They should play simulationist games.
If what you say was true of all players, then there would be no players of HeroWars - which
expressly states that, during the course of an extended contest, Action Points measure no ingame property.
robertliguori said:
Of course you can do that simulationistically. It's simply a matter of increasing the power of the heroes instead of decreasing the power of the antagonists.
What this won't give you is a horde of foes, all of whom are threatening (in terms of attack output) but some of whom are destined to fall before a single blow of the protagonists.
As I've said in another post, minion status is just like AntiFate points. It could be implimented in various ways. Minion rules are one such way.
robertliguori said:
They prove that if you use the rules we've been given, the result is pretty ridiculous. I'd call that a win for Team Simulationist.
Simulationism + Rules = Ridiculous. That is not a win for simulationism - its a reductio on it.
robertliguori said:
If you observe that a single normal attack with a shrukien (or similarly small-sized miniweapon) kills a particular class of creature 100% of the time on a successful hit, then minion status is visible in the game itself.
But there is not, in the relevant sense, a particular class of creature, because minoin status is not itself an ingame category. So what we have is that some orcs are lucky and some unlucky. But for the PCs (as opposed to the players, who can be expected to read the rulebooks) there is no basis for predicting whether any given orc will be lucky or not.
robertliguori said:
Hit points are an abstract measure of toughness, luck, battle skill, and the like, but they are a concrete example of the amount of damage it takes to kill someone or break something.
This is not true, because D&D "damage" is not always physical damage. We know that some of it is the wearing down of a foe, the purely abstract reduction of luck, etc.
robertliguori said:
But since there exist concrete effects that are tied to hits versus misses, it's trivial to tell whether or not any given blow was a hit or a miss, no matter how it's flavored. For instance, if a secondary effect triggers on a hit, then even if the GM flavors it as a just-barely-dodged from the minion's perspective, the player knows it's a hit.
<snip>
We've seen attacks that trigger on hits and imply significant wounding happened with the hit (such as the goblin picador); this means that there is a limit to the amount of reflavoring possible for missed attacks versus HP-depleting hits.
But not all hits have to be treated as these sorts of hits. Welcome to fortune-in-the-middle.
robertliguori said:
Really, the problem here is that we have one set of people who expect the rules to document their expectations of the universe, and another set who don't. If you don't care that what the rules say happens in a given scenario are utterly at odds with what you think should happen, you need not worry about whether a given system is simulationistic.
But the rules don't say that a peasant with a spork can kill a demon minion 5% of the time, for at least two reasons: first, the rules don't define the spork as a weapon; two, the rules aren't intended for the resolution of NPC vs NPC combat.
I expect the rules to tell me how to play the game. NPC vs NPC combat is not playing the game - it is the GM generating backstory. (Now, if one of those NPCs is a PC-extension - eg a cohort or a pet - that is a different matter. We don't yet know how 4e handles such things. I'm pretty confient that it just won't be a question of taking the monster stats and applying them as if they were PC stats.)