That has everything to do with it... It's the foundation of it. The PC's training and ability with the weapon
overcome the probability that they will miss.
overcome the probability that they will miss.
Well no. It was just a game of chance. Increasing your skill meant increasing your success rate at that game of chance.
Pick up a blade. I'm 100% sure you could score a hit unless you have a disability/disorder. Same as I'm sure that the damage you deal with that hit is dependent on your skill at using a blade.
You won't miss at lower skill levels. Your whacks would just be less efficient.
~Ideally... that probability changes depending on circumstance. In a game for older hardware it may just be assault their armor class (which represents the opponent's overall defense ~including armor); but in a modern 3d gameworld, the engine could also take into account the roughness of terrain, whether it's wet, whether a blunt weapon has a reduced effect on heavy leather armor (or thrust blades a greater effect)... Even magical or environmental effects can be represented and affect the PC's ability ~like unnatural "Fear" aura, or poison effects ~(anythings better than screen blur IMO
)
Damage variation depicts weapon effect in the abstract... In this case modern games really can abandon variable damage for impact force and weapon damage type. If the weapon strikes the opponent with weak force or deflects away from armor, then the game can use that as a base for damages ~and be appropriate to what the player sees on the screen.
Accuracy though is different. If one PC is a highly skilled swordsmen (or swords-woman), that PC should attack not with higher damage than a brute with the sledgehammer, but with higher accuracy and technique; and have accurate strikes cause strategic effects as well as damage bonuses in some instance. The novice swordsman may be stronger than the expert ~and might do greater damage if they hit ~under the physics model (mentioned above) they could hit by luck alone and do serious injury... but generally the expert would be hard to impossible to hit. Under the current system, they do less damage with the same weapon ~In Fallout 3 they do less damage with the same gun!
)Damage variation depicts weapon effect in the abstract... In this case modern games really can abandon variable damage for impact force and weapon damage type. If the weapon strikes the opponent with weak force or deflects away from armor, then the game can use that as a base for damages ~and be appropriate to what the player sees on the screen.
Accuracy though is different. If one PC is a highly skilled swordsmen (or swords-woman), that PC should attack not with higher damage than a brute with the sledgehammer, but with higher accuracy and technique; and have accurate strikes cause strategic effects as well as damage bonuses in some instance. The novice swordsman may be stronger than the expert ~and might do greater damage if they hit ~under the physics model (mentioned above) they could hit by luck alone and do serious injury... but generally the expert would be hard to impossible to hit. Under the current system, they do less damage with the same weapon ~In Fallout 3 they do less damage with the same gun!
All that is far beyond the topic of this thread. That Morrowind's hit/miss dice roll is supposedly superior.
You're talking about what you'd want to see or not. Not what was actually there in Morrowind.
IMO a game that executes a standard attack swing irrespective of the PCs ability with the weapon is not as realistic as Morrowind's version of the same exact thing ~because Morrowind at least takes the PC into account. For Skyrim to match Morrowind in my thinking, the PC would have to have different attack animations for each milestone in their weapon skill such that with low skill they attack like an amateur... and the game should abandon the hit-harder model, for evaluated damage (based on the actual hit). 

Sigh..
Morrowind only had a hit/miss mechanic. Where the chance to hit was governed by the skill with a weapon. There were no milestones in Morrowind's mechanics. No accuracy issues in hitboxes. Just point and clickerdy click. It only takes the character into account in a hit/miss algorithm. There is no further deepening of character skills then that. Just hit or miss.
If anything, a "miss" should be dependent on your opponents ability to dodge. Not be the result of some sorry attempt at character skill mechanics.


