Weapons in Pillars of Eternity aren't your standard 1d8 like D&D. When base damage is 10-20 it makes sense that you have some chance to still get a 5 with a poor hit. It would not make sense when wielding a 1d8 longsword since you already have 1 damage rolls as a possibility.
That, and damage bonuses tend to be percentiles. High accuracy means you don't need as much of a damage bonus as a low accuracy character, because most of the time you'll hit for full damage, and maybe you'll even crit regularly for +50% damage. Low accuracy characters OTOH will have to compensate regularly for -50% damage on grazes.
Critical Strikes are different from Graze because a Crit exemplifies an exceedingly excellent attack on the part of the defender. Like your enemy being off balance and throwing himself on your sword, or a stab straight through an exposed neck. This doesn't exist for grazes, an exceedingly excellent defense is... a dodge.
Uh... no. A graze is a graze, like you moving out of the way of a blade but not fast enough to fully avoid it, so you suffer a superficial cut. Never being able to miss/ dodge isn't a simulationist approach ofc, but then again, a system that is
comparable to D&D isn't simulationist in the first place. Josh also mentioned in his talk that he thinks it's always been a problem of D&D to try to be simulationist and gamist (and theatrical) at the same time, and PoE was designed to be different in some regards.
If I can't calculate to a good degree of accuracy chance to hit and average damage per round in my head I feel uncomfortable in an RPG.
What I like about Pillars is that you have to watch your characters' performance, and you can only make educated guesses about a character's accuracy and Damage. "Ok, so I took a Hearth Orlan character and maxed their Perception, even took the +1 Perception background, and he's a Rogue/ Fighter/ Monk, so now I have the highest possible starting accuracy. I'll give him one of those +5 accuracy weapons, and I'll make him wield it with one hand. That's the most this character can do for their own accuracy right now. I'll also have the Paladin support him with Zealous Focus ASAP, and I'm going to pick the +6 accuracy talent at the first levelup. I have a cipher/ wizard focusing on debuffs that decrease deflection too. SO NOW I HAVE HIT CHANCE OUT THE ASS. If this character doesn't crit regularly (or constantly on debuffed enemies), something is just wrong with the mechanics."
"Ok, now I'll make a Ranger. I'm going to keep him mostly in the back so let's take a Wood Elf for +5 accuracy. However Perception didn't do that much on my Orlan; I wanted to focus on accuracy at all costs, but that Interrupt rating didn't really do much on a one-handed light weapon. I want this character to use a bow so it's not going to be much better; maybe I'll go with Might and Dexterity instead. Being a Ranger, he still has a good starting accuracy, so I think I'm going to hit with a high damage bonus fairly regularly. I want to use Swift Aim eventually to capitalize on his speed; but that's another -7 to accuracy, so I should only use it on debuffed enemies. Maybe. I'll just have to see how this works out."
"For the front line I want one guy to be a Barbarian. They've got low starting accuracy but can raise their damage stat by raging; so maybe it'll be enough for this character to just
graze regularly with a high damage bonus to be an effective off-tank."
But I was not talking about switching equipment but rather being able to use the same equipment with different tactics. Like using abilities or stances or passive talents.
I got what you mean. Your handgun can now blow up vehicles
but yeah this also happens in RPG's. "You can
now stun enemies with a blow to the head with a melee weapon" (why couldn't I do that before?). Anyway, there's still a progression of power here. Can I stun people and still deliver the same damage (e.g. 'full attack + stun vs. fortitude save')? In that case, definitely a growth in power. Can I only stun people OR deliver damage? Still a growth in power because I can then whack them without getting hit/ interrupted by them, maybe even with a bonus to hit. Even if I can only stun them for one round, that means I'm avoiding damage with that character, while my DPS can whittle them down. Still a growth in power. Not really different from just being able to soak up more damage (via higher HP or Constitution) or from being able to kill them faster with more damage. It's just a different option and
potentially more interesting.
Ultimately the question if something
feels bloated in a game is just a question of what tools you have. If HP feel bloated, it's because there's not enough going on that cuts into those HP.