resistor
First Post
Large numbers of HP don't simulate anything. Notice that every RPG out there that tried to be simulationist went away from exploding hitpoints. Whenever AD&D/D&D was criticized for not being realistic, Gobs of HP was usually the first thing on the list (Armor making you harder to hit was usually the second). HP and AC of course survived and thrived because they work, they make games exciting. They are pretty much the ultimate gamist rule and one of the reasons every edition of (A)D&D was firmly in the G corner of the GNS triangle.
The problem with trying to get too detail-oriented about a GNS discussion is that there's no such thing as absolutes. I'd say that what's more relevant is what relative weights the three elements receive in a design. Traditional (pre-4e) D&D had a mixture of rules, some of which were justified as "it simulates the world" (simulationism) and some of which were justified as "it makes it more fun as a game" (gamism). In general, there were very few mechanics whose justification was "it makes a better story" (narrativism).
I think what bothers a lot of people about 4e is that the relative weights of the GNS points is significantly different. Gamism still receives a lot of weight, and narrativism has probably received a boost, but simulationism is a much lower priority than it was previously.