Doesn't combat in most blobbers have weapons with stats like damage and penetration and armors, and so on;
As far as mechanics are concerned, no. It has what one might call a "conflict algebra", which can be instantiated in various domains. You can just as well call weapons ingredients, give them certain attributes like sour, sweet, and creamy, give your team of cooks skills like flour sifting and speed whisking, and say that your cake baking is successful when your team has replicated the necessary sequence of steps to produce a cake¸and has done so in sufficient time and with sufficient skill without depleting all available resources. The end result will play exactly the same, just with different names and graphics. So the mechanics are in no way tied to combat.
Alright, but are they maybe inspired by combat? To some extent, but they're still driven by gameplay first. There's tons of stuff in the mechanics that does not simulate combat:
- combat isn't phase-based
- combat doesn't have well-defined turn order rules based on speed stats
- a single hit is often enough to incapacitate, HP sponges don't exist in the real world
- combat is mostly about positioning, both before and during the actual engagement
- you can't have a group of 6 people with giant weapons fight in a narrow dungeon corridor
- in the other direction, the enemy won't nicely align in rows of 6 each, with only the first two rows able to attack you
- you don't magically get experience from killing opponents
- you can't gamble by drawing a special event from a deck of tarot cards
- AOEs aren't really a thing in melee engagements
- wounds in combat frequently mean death due to infection
- you can't parry axes or two-handers with a dagger
- slings, bows, and crossbows don't all take the same time to reload
- armor is pretty useless if it only covers a small area of your body
- even the most devout monk can't punch a guy in plate armor without breaking his hand,
- in the real world, being vastly outnumbered in a melee fight reduces your chances of winning to almost 0, even against weak opponents
- you can't just make the fight disappear by fleeing and then coming back 5 minutes later
For more stuff like this, you should talk to some of the local connoisseurs of medieval fighting styles, they can tell you all about how this or that in RPG fights is not realistic, built on clichés, and so on. So I don't see how the mechanics of turn-based combat are closer to representing actual combat than Asteroids is to blasting through defense perimeters in cyberspace in a distant future.
not only I don't think it's decent, I actually spent hours on hacking