» Sat May 28, 2011 10:02 am
I think that Spec's post is on the right track. Something in between the two games' systems is needed.
There should be a chance to miss a target, if that target is moving, blocking, and dodging, but very little likelihood of missing a target that's just standing there, like a Mudcrab. Morrowind was off the mark in one direction, where the odds of hitting at low skill level were far too poor against an "easy" target. Oblivion was off in the opposite direction, where you could ALWAYS hit your target, no matter how difficult the target made it, and regardless of your skill with the weapon, or total lack thereof. In the first, skills dominated the mechanics, but the animations didn't really "explain" the result, only that you hit or missed. In the second, the heavy dependency on player skills made character skills almost meaningless, aside from "nerfing" damage at low skill level.
Adjusting the speed and timing of your swing, the actual point it hits versus the point you aim for, and the recovery time afterwards, and giving a RANGE of potential damage which could be influenced to the high or low side by skill, could all be used to give skills meaning, without resorting to the extreme "hit or miss" mechanics in MW. A variation in the resulting damage based on MARGIN of success or failure could also be implemented, so a novice that hits a nimble or skilled opponent would be more likely to do "partial" hits, whereas a master attacker would tend to do full or "bonus' damage, especiallly against a slow or unskilled opponent. The dice would still be there making skill checks in the background, but the effects should be a lot more subtle and "visually plausible".
Other "die rolls" (single = die, plural = dice) need to have some sort of control over the levels of risk and reward. If you're willing to live with some risk, there should be a way to "push" the possibilities, at the price of a chance of failure (as in MW spellcasting). If you want to "play it safe" and not have any failures (OB style), the option should be there, so you only do what's clearly within the range of your abilities. Alchemy could work the same way, where you would make "basic" potions reliably using Novice apparatus, but both the quality of the potions and the chance of failure would increase if you attempted to use more precise and complicated equipment. As your skills improved, you would eventually find yourself able to use the next "grade" of equipment without risk, or a yet higher grade with some chance to fail. As a bonus, tying the quality of the resulting potions to the quality of the apparatus used, and using Skill mainly to influence the chance of success, would allow those potions to stack in inventory, rather than having minor incremental differences as happened in both MW and OB.
If you missed a mudcrab "hundreds" of times in MW, then you obviously made a non-combat character with no weapon skills, because the only way I could manage that kind of "feat" would be to use a weapon for which the character had a skill of 5, be heavily fatigued upon entering combat, and also have mediocre Agility. I've played a MW character with "standard" starting Agility and Luck of 40, and still managed to hit basic wildlife about 5-10% of the time, using a weapon that the character only had the basic bottom-of-the-barrel skill level of 5 with. That's like complaining that your OB character couldn't do more than a point of damage. If you make a character who can't fight, then don't complain when they don't exactly punt posterior.