THANK YOU OH PLEASE GOD FIX THIS!!!!
This is definitely one of my primary gripes (the big three) with the current battle system.
1. (what this thread is about)
2. attack/ defense stacking, (units acting like mutant amoebas)
3. lack of abilities (direct combat, leadership, regenerative, etc)
obviously there are other complaints, like no soldier death/ reinforcement system (for large units), primitive unit placement, empty battle-maps (z values would be nice), and the list goes on.
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Edit: Ways to Fix it (only one listed)
simplest way (maybe?) is to have your raw shit score (1DN + X) as an "attack value" vs their (1DN + X) defense value.
Then, have small chances for things like "parry", and "dodge" and document them as "Miss" in the AI (or simply what they actually are).
Then, if the attack is equal or greater than defense (or just greater) then you have a damage roll that is (Xa - Xb) say 40-65. (if the attack is lower, just say "defended")
Then, if the Defender/Target has some level of damage absorption, say 0-5 (normal) or higher for bosses and heroes ... damage is equal to damage roll - absorption roll. If absorption roll is equal or higher than damage, then say "absorbed."
And so there it is ... "parry", "dodge", (maybe miss), "defended", and "absorbed" are the only non-damage choices ... (absorbed = 0-damage, very rare)
As for actual hits ... you have your reliable damage range (the actual roll), and you ALSO have (perhaps) a critical hit chance ... maybe in this game critical could be 50% more damage, and "super critical" could be double damage. Something simple like that.
as for other ways ... just have 5 D10s + 20 or something (with an actual miss chance), a lot like other ppl are suggesting.