In vanilla, damage computations are either dominated by a constant term, dominated by a sum of several dice, or they're so small that the difference is not that significant (e.g. level 1-10 characters). Vanilla angband does not have hugely varying damage numbers or high miss rates.
Randomized monster behavior is another issue and it's also not good, but it's somewhat made up for in the case you raise by the deterministic nature of the damage dealt. The difference is that if you're complaining about getting breathed on by a dragon or a drolem, it's absolutely your fault, whereas in certain other roguelikes, you may have no realistic alternative to accepting melee engagements in which you will win easily 95% of the time but get hit for crazy damage the other 5%, in spite of no tactical difference between the fights. This is the situation that angband's combat system avoids by using lots of dice, big constant terms in damage calculations, multiple blows per round for the player and monsters, and fairly high hit rates.
I should also say, any system that uses a difference of random numbers, like (small number)d(weapon number) - 1d(AC) with a cutoff at zero will tend to exhibit the same kinds of issues. Damage distributions heavily concentrated at the low end with long tails produce broken combat (e.g. not suitable for competition).
Randomized monster behavior is another issue and it's also not good, but it's somewhat made up for in the case you raise by the deterministic nature of the damage dealt. The difference is that if you're complaining about getting breathed on by a dragon or a drolem, it's absolutely your fault, whereas in certain other roguelikes, you may have no realistic alternative to accepting melee engagements in which you will win easily 95% of the time but get hit for crazy damage the other 5%, in spite of no tactical difference between the fights. This is the situation that angband's combat system avoids by using lots of dice, big constant terms in damage calculations, multiple blows per round for the player and monsters, and fairly high hit rates.
I should also say, any system that uses a difference of random numbers, like (small number)d(weapon number) - 1d(AC) with a cutoff at zero will tend to exhibit the same kinds of issues. Damage distributions heavily concentrated at the low end with long tails produce broken combat (e.g. not suitable for competition).
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