+1
If I'm point blank range, I expect to hit them, the damage of course will be dependent on my skill with the certain weapon that I'm using. I mean if the freaking greatsword goes right through them, and my fatigue bar is not empty, yet I still miss, well that's just weird. At least add a dodging animation.
*clickclickclickclicklick* Yay I hit! *clickclickclicklcickclick* xD
I liked it in Daggerfall though, but once the games transition to a full 3d, the system had to go.
No, the damage should NOT be dependent on your skill. I've never fought with an axe before, but if I were to actually hit someone with it, I'm reasonably certain that I could do massive injury with it, regardless of whether I'm skilled or not. If the person or creature is actively trying to block, dodge, parry, and counter-attack with a weapon of their own, odds are I'm NOT going to hit them because I'd be too concerned about protecting myself instead.
"Real" combat involves a lot of "feints" and cautious moves, because one mistake can get you badly injured or killed. The in-game character has no fear, and the player can always reload a save or start over, so that psychological aspect is entirely missing in OB and SR combat (and in just about any other video game I can think of other than the "Close Combat" series, which wasn't a FPS type game). Morrowind's "miss" simulates the character's uncertainty with lack of experience and confidence quite nicely, although the game doesn't visually present it well at all. That Mudcrab which seems so easy to hit has a nasty set of mandibles, and a hard armored shell. If I "miss', it's probably because I'm either too concerned with avoiding those giant pincers or else smacked that tough shell and did no actual harm to the creature.
Compare that to Oblivion, where even if you block with a shield, some of the damage still passes through the shield, depending on how "skilled" you are at blocking. Is the shield so flimsy that it can't fully stop a sword strike, or does it magically transfer a portion of the damage to you? Morrowind's system was less "exciting", but made a lot more sense; the lack of a decent dodge, miss, or glancing hit animation made it look ridiculous, though.
I did like the concept in DF, where you could choose between a less difficult attack for less damage, or a more difficult attack for higher damage. MW kept 3 of the 4 attacks, but sadly had them all use the same difficulty, with damage entirely dependent on the weapon type. A system which used the best of both (or incorporated some of OB's combat elements as well) could have been phenomenal. Instead, we got something which threw away any dependence on the character's skill, except for nerfing damage: a better FPS game, but a sad excuse for a RP element.