StingingVelvet: As for more tacitcal CRPG games, PIllars of Eternity and Divinist OS and whatnot, I think they mostly handle it fine. The more DEX you have the more likely you are to hit, but the more STR you have the more your hits hurt. It's worked for decades and I don't see much reason to change it up. I will say though some games take it a bit far when you're low level. I recently played Pathfinder: Kingmaker and sometimes you're standing there for what feels like 5 minutes waiting to finally roll high enough to hit an agile enemy.
I've been thinking that maybe having a stat determine accuracy is maybe not the best idea.
One example where this leads to problems is SaGa 2, which has a rather significant balance issue in this regard:
* AGI determines the chance of hitting and of dodging attacks. This applies to most weapons that use a stat to determine damage. In particular, I note that weapons that use STR for damage still use AGI for accuracy. (The only weapons that have STR-based accuracy are guns and the ChainSaw.)
* To increase a stat, you need items associated with that stat; Humans and Espers need to actually use the item (and the growth is too slow for my tastes, to be honest), while Robots merely need to equip the item in question. Naturally, weapons that use a specific stat for damage are associated with that stat.
* Hence, a character who uses only STR-based weapons (which would appear to be a sensible strategy) will never gain AGI. This means that the character is going to have serious trouble hitting the enemy in the first place.
* On the other hand, that robot that's equipped with 7 lightsabers (which do AGI-based damage) will be acting quickly (barring a certain initiative overflow bug) and killing one enemy each turn before the enemy gets a chance to act. (This is not as game-breaking as it sounds, because encounters can often have lots of enemies; the bigger encounters can easily have over a dozen enemies in them, or as many as 50 in the DS remake's chain battles.)
* Magic ends up being the dominant form of attack except for a couple boss fights because spells can hit multiple enemies and never miss, unlike physical attacks. There's also sub-machine guns, but those don't scale with your stats and as a result you need stronger weapons to hurt stronger enemies (not to mention that this game has weapon durability).
I could also point out that many WRPGs, particularly those based on (A)D&D and other early games, use STR to determine melee accuracy as well as damage, which doesn't make a lot of sense. (With that said, maybe SaGa 2 should have used STR to determine accuracy of STR-based weapons?)
Another thing that never made sense to me is having armor boost your evasion instead of boosting your defense; this is seen in (A)D&D based games, the entire Wizardry series, Might and Magic (at least up through 5), Ultima 1-4 (Ultima 5 changed armor to damage reduction), and perhaps many other older games. On the other hand, some games (Final Fantasy 1 and 2, for example) actually make heavy armor *penalize* evasion, and that's not really a sound mechanic either even if it makes sense (see FF2 for a cautionary tale).
dtgreene: Honestly, those sort of games I would consider to be action games for purposes of this discussion. In an action game, the "to hit" mechanic is radically different from what I would expect in an RPG; an attack hits iff the weapon's sprite/model collides with the target's sprite/model.
StingingVelvet: Genre definitions are pretty nebulous at this point, with all of them influencing each other. However games like Deus Ex and Skyrim are absolutely considered RPGs by the vast, vast majority of people who classify such things. They're also always listed as RPGs when sites do "top 100" lists and whatnot.
In some cases, the definition of RPG can be related to the specific context we're talking about, and in this context, I think it's best to treat them as action games, as accuracy is determined by collision rather than by dice rolls (which is really what I'm interested in here).
dtgreene: As for your final sentence (from what I quoted here, not of your entire post), I would rather have to hit an enemy 20 times rather than miss a lot; this way I *know* I'm making progress.
StingingVelvet: I'm big on immersion and shooting a dude in the head 5 times because he's level 20 just kills it for me. I'd much rather games in general go with a more lethal approach for both enemies and the player, leading to tense but fast shootouts. If stats need to be a factor, I think to-hit is better than damage buffed enemies, personally.
One problem with the more lethal approach is that it devalues healing; why should I bother to heal a character when the character will be taken down from full HP to 0 in one successful hit? Why should I even bother with healing living characters, as opposed to just stocking up on resurrection spells/items and using them as my sole means of preventing a party wipe? The other problem, of course, is that the more lethal approach makes things too RNG dependent, to the point where it feels like the player has no control over what happens, and just a little bit of bad luck can result in a significant loss of progress.