Continuing discussion from http://www.gamesas.com/index.php?/topic/1080114-bethesda-going-down-a-bad-path/page__view__findpost__p__15760280
Ok, lets use the example you brought to the table. A tree is not a moving, dynamic object. It's a stagnant, permanent object with no ability to "not" be hit.
I'll buy that.
Say the tree is attached to the back of a truck, sitting in the bed, ready to be hauled away. You swing at that tree, but the driver gives the truck some gas, causing you to miss the tree.
Did that miss happen because of your "skill" with a longblade?
No, you missed because the damn thing moved.
A players agility, in my opinion, should be the only factor in whether you actually "miss" or not. And by miss, I mean simply not even connect the blow.
Like you said, a moving object is hard to hit. But anyone with a brain can hit something that is not moving. Has nothing to do with your skill.
Enemies that can strafe/move, and their agility should effect how hard they are to hit, not your personal skill. I never mentioned a game where every blow hit, I was simply talking about the pure mechanics of the system, where if a object is there, and you swing at it, you're going to hit it.
Now throw in radiant AI into the picture, dodging, strafing, etc, sure, you can miss. But THAT should be the only factor. Just have to apply the two sciences and come up with that result.
Agility the only factor? What about strength, affecting how fast you can hypothetically fire an arrow or sling a metal edge through the air? What about strength coupled with weapon skill, as a novice will be far clumsier with that blade as compared to an expert, making for slower or interpretable attacks by someone more skilled? What about fatigue, as tired attackers are more erratic, less accurate, and easier to anticipate or dodge. What about luck? There are a whole myriad of factors that could be applied to the chance-to-hit formula, all of which are easily given justification.
Back to the tree and truck example, say the driver's looking out window at you to know when to floor it.
If he's agile and quick, he'll have a better chance of moving the tree out of the way.
If you're not that strong and your swing is slow, he'll have an increased chance of moving the tree out of the way.
If you're not that used to swinging whatever you're swinging and you swing clumsily and slow, he'll have an increased chance of moving the tree out of the way.
If you're tired and your muscles don't' respond that quickly, he'll have an increased chance of moving the tree out of the way.
If he's lucky, or if you're not that lucky, he'll have an increased chance of moving the tree out of the way.
I further agree that the player should readily be able to hit something that's not moving. I don't endorse Morrowind's "swing, sword passes through, and miss" display. That would be why I envision the dice rolls determining whether or not something moves. Always being able to hit a stationary object is perfectly fine, because if the object hasn't moved out of the way or stopped the attack, then it's obviously failed its dodge or block or parry checks. Combat movement, and
when to move, would be the new skill-based dice-roll, replacing the old one-dimensional dice-rolls that Oblivion already had.