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It would even be interesting if it weren't for the fact that the lack of "random stats" (accuracy/evasion, primarily, but will checks and other checks to some extent as well) doesn't lead to unpleasant random events. The number of hits on the enemy never matches the expected value of these hits; sometimes it's more, sometimes less... If it's more, it usually doesn't make a significant difference (but sometimes it does, if you remember the death of Aritha, meaning that the players who have more battles than the NPCs are in the greatest danger, and therefore have more opportunities for unpleasant situations to manifest). If the number of hits on the enemy is less than the expected value, then... Well, there's no need to comment on that; you're just dead if the enemy's evasion is high enough, and it doesn't matter that, according to the pure expected value, your forces might even be approximately equal or less than his. As a result, the usefulness of stats is as follows: Accuracy (if you don't hit, you're dead, no options) > health (it's more important for the player to survive a hit than to hope that they won't be hit) > evasion If the system with misses were more lenient, it would be possible to equate these stats and, as a result, create quite a few different combinations of them that would be viable.