» Fri May 27, 2011 10:35 am
Morrowind and Oblivion each got half of combat right, and the other half horribly wrong.
In Morrowind, there were no "miss" animations, so when (not "if") you missed a swing at low skill levels, it looked silly as your weapon passed harmlessly through the adversary (a very bad thing). Hitting was based almost purely on the skills, agility, and luck of the character (mostly a good thing, but annoying that it was purely a "pass/fail" test), and damage was based on the weapon used and the strength of your character (again, mostly a good thing). There were no "glancing" or "weak" hits, only clean hits and clean misses. One drawback of the "stat-based" hit/miss check was that it didn't take the DIFFERENCE in skills/abilities into account, only those of the attacker, so it was hardly any easier to hit a paralyzed or knocked down adversary than one dodging and weaving to avoid your attacks. At low skill levels (notably for a starting character) it could be pretty tough. In spite of the weak animations and inherent limitations, it worked surprisingly well as a RP combat mechanism, but was still "inadequate" at best for "arcade" action play.
In Oblivion, you simply couldn't miss an opponent who was in range of your attack, regardless of how unskilled you were with a weapon (mostly a bad thing from either a "realism" or a RP point of view, but worked very well as an "arcade" game mechanism). Damage was done according to your skill with that weapon type (really bad), plus the stats of the weapon and your strength (at least that part made sense). The biggest problem with this system is that any bumbling incompetent character could hit anything in the game 100% of the time, but it would take dozens of hits with a heavy axe or sword to have any significant effect on an opponent, which is somewhere between silly and stupid. No matter one's "competence" with a weapon, in reality, one or two successful hits with an axe is going to put ANYONE in a world of hurt.
The combat system in FO3 went one step further, so that a handgun or rifle in the hands of a novice would need 5-30 rounds that HIT to put down a typical adversary. If your character was relatively incompetent with heavy weapons, an opponent could practically stand there relatively unharmed in the burst of a flamethrower. Seriously, scaled damage was equally as bad for both realism and RP as scaled opponents.