Alec McCabe said:
Is having a %miss chance better than the %glancing blow approach, and why?
In my opinion, it's definitely better.
First, when you always hit, you cause constant damage (per second) no matter how small. Even if you "miss" a lot, you still cause damage and winning a battle becomes about staying alive long enough. Sure, much like anything else this problem can be be circumvented by making staying alive long enough harder, but why create a problem in the first place?
Second, most systems have special attacks that cause significantly more damage. In DnD if you want to use Power Attack, you subtract a number from your to-hit chance and add it to damage. Simple, logical (in the design context), and effective. You lower your to-hit chance for some extra damage. In systems where you always hit, it becomes another problem. Who cares if you only do minor damage with glancing attacks if you can do 330 points of damage (mighty blow at lvl 17) that always hit? A full round of special attacks of my party was about 4x4-5x200-300=3,200-6,000 points. Wait 20 seconds and repeat.
Third, when you always hit, it creates bloated HP monsters (see above) designed to last long enough against DPS and special attacks, whereas in %miss games, the hit points can remain relatively low, allowing you to finish the fight quickly if you can hit your target, which in turn creates a difference between a great fighter and an ok one. Such difference is absent in Dragon Age 2.
Again, compare the battle with the mine dragon in act 3 to the battle with Firkraag in BG2. The proof is right there in the proverbial pudding.
Fourth, as you can see from DA2, when you always hit, you need 1 stat, not 2. From the design perspective, a 6 stat character system with 4-5 dump stats is pure fucking garbage.