randomness is a fact of life in combat, and should be modeled to the degree necessary for whatever level of realism you're aiming for in your combat simulation. as mentioned elsewhere in this thread, the frequency distribution of the random values generated must be sufficiently realistic as well. so if you're shooting for a high degree of realism you should model things like random damage, friendly fire, tripping, morale, weapon breakage, etc.
in my caveman sim/rpg, chance to hit, damage done, chance to flee (morale), opponent hit points, and weapon wear and tear and breakage all have some randomness to them.
"DirectX is like a belt fed machine gun, where every texture change is like hand loading in a new belt of ammo. worse, every mesh (vb) is a new belt of ammo, and a texture is like breaking the gun down, and setting it up again elsewhere, then loading it, then spraying triangles again. so you want to setup the gun once, string all your belts together, load it once, then just spray."
Rockland Software Productions
"Building PC games since 1988"