I'm talking about basically any strategic/tactical RPG that uses a grid and turn based combat, think FF Tactics or XCom or Fire Emblem. Also, I should say I definitely don't have perfect knowledge of this genre so if there is a game that already does this I'd love to hear about it.
To the meat of my question: I hate missing attacks that I set up in advance. I know there's plenty of fundamental design that makes % to hit work as a combat mechanic, but I'm curious to know if you think a game could be effectively balanced in a way that doesn't rely on hit/miss, and how that might work. Whether that means using effective ranges, types-countering-types, or other ways of making combat interesting.
I'm sure there are many people out there who don't mind this as much as I do, I just can't restate how annoying I find going through the process of positioning and planning only to have a 5% chance to miss kneecap everything I'm doing or result in the death of a character.
To the meat of my question: I hate missing attacks that I set up in advance. I know there's plenty of fundamental design that makes % to hit work as a combat mechanic, but I'm curious to know if you think a game could be effectively balanced in a way that doesn't rely on hit/miss, and how that might work. Whether that means using effective ranges, types-countering-types, or other ways of making combat interesting.
I'm sure there are many people out there who don't mind this as much as I do, I just can't restate how annoying I find going through the process of positioning and planning only to have a 5% chance to miss kneecap everything I'm doing or result in the death of a character.