Ignore what he says about grogs or how you should have fun.
I appreciate you taking time to explain things in detail, thanks!
Still, I've read enough from the man himself, I'd rather ignore what he sells
IIRC, he likes super simulationist stuff, just not half measures.
Honestly, I don't even know what that means. Super-simulationist?
I just advocate common-sense.
Let me explain what I mean for one last time, then I guess I'll be done with this debate.
It's not a matter of "precise simulation". You can refer to
whatever level of abstraction, and still create coherent games.
Now, if you want to have characters that have only ONE score that controls "damage", the level of abstraction must be "unusually"
high.
That is, your characters are "heroes" for instance, and you know nothing more!
You don't know what they do, if they use weapons, magic, or leadership maybe.
You know that they're "heroes" and that they can "damage" opponents in "some" way.
Your game won't even represent such things. Perhaps the game would all be about dialog choices, and sometimes you'd get to "hurt" your opponents using your ability as a "hero". A stat to control damage is enough, as you don't know exactly what you do.
BUT, if you want to specify that playable characters are mages, or sword-trained warriors, or whatever... then you don't have the
luxury of a single stat controlling damage any longer.
That single Stat won't have any possible appliable meaning, it will just read like:
"Single Unified Stat Controlling Damage to Simplify The Source Code": that's what you should call it in game as well, because
that's what it is.
You can't call it "Might" and call it a day.
Or you could, but you'd sound retarded.
Hope I've made my point clear enough this time.
Cheers