Nothing, I was backing Thomas that Champion’s isn’t a physics emulator.
Agreed, it's not exactly a physics sim...
But it can be used as one, since the base assumptions of the core engine work relatively well as a physics sim.
There are more accurates ones. It's not quite off-label use, as the variety of spinoff games using the engine approach it as a physics engine, dropping the powers and replacing them with genre specific tweaks to the core engine.
Fantasy Hero was originally a standalone, like
Danger International,
Robot Warriors,
Star Hero, and
Justice, Inc. These titles, prior to the HSR4 unification, were adapted cores, with Star Hero and Fantasy Hero being reprised for 4th, and 5th, and 6th as splats.
Like a number of other games (Traveller, RQ, and others), MacDonald and Peterson intended it to be partially a sim...
Champions 1e said:
Do not let the apparent complexity of these rules discourage you. The rules are designed to reflect real life (as seen in comic books) and they should enhance the interaction between the players and the Games Master. The rules are simply a tool so that everyone can understand the actions of the characters. After playing the game a few times the mechanics will seem second nature and everyone will be able to concentrate on role playing.
Simulation is in its roots... just not simulation of the real world as we live in it. "designed to reflect real life (as seen in comic books)" is the key element. Not all physics engines are our physics. (And, while the sheet can be told apart from later editions, it's instantly recognizable as the parent of the later editions' more streamlined sheets.)