Maybe it's just me, but it seems like there's mental gymnastics going on to attempt to justify just how simulationist hit points are.
I like hit points. I use hit points (two different versions, in fact) in my game. I prefer hit points to various other mechanics I've seen (although my experience is admittedly limited).
However, it seems odd to me to say "hit points work well when you use them unconventionally." I mean, things like "the dragon might have only 15 hit points" could simulate the dragon effectively, if the dragon has a way to reduce damage that only a specific called shot would bypass.
However, that's a very unconventional use of hit points. So much so, that I'd say that while it's still using a hit point mechanic, it's much, much different from the proposed assumptions of what people are referring to when they comment on hit points being poor at simulating certain things.
Additionally, pointing out that certain things might bypass hit points (crit charts, arrows of slaying, etc.) just goes to show that hit points might
need to be bypassed for certain things to be simulated.
Now, I don't know the rules on the Star Wars game being discussed, but if there was some type of homebrew chart for whenever you failed saves, took damage in any way, had your defenses bypassed by a certain amount, etc., you took an additional effect that was bad for your character, might that solve the problem? I mean, if there's a rule that "if anyone fails a save by 5 or more, they're unconscious or dead, depending on the attack" then all of a sudden we're looking at things differently.
To me, that's about what I get out of this conversation when people say "well, the dragon might have 15 hit points" or "the arrow completely bypassed this supposedly simulationist mechanic" or "there might be a critical hit chart that exceeded what the normal results are."
Again, I like hit points, and I do prefer them. But it still seems like there's some mental gymnastics going on in defending them on this point. I do think they can be used to simulate things very well, I just don't think they're quite as flexible as some others in the thread do. Now, that doesn't mean I'm saying anyone is wrong. This is just my opinion, based on my views of things. I'll personally continue to use hit points to simulate the type of scenes I prefer seeing.
As always, play what you like
