The one-hit kills place a premium on evading and blocking attacks. This makes sense from both a realism and a cinematic perspective. e.g. Batman typically has to do backflips or something to avoid gunfire.
Bushido Blade, as an action game, leaves the evading and blocking to the player. I'm left wondering one thing: how would I possibly adapt this for a turn based game?
In every turn based game I've seen evading attacks are represented by a random chance for an attack to do no damage; a "to-hit" rating. If I combine that with Bushido Blade style one-hit kills then a character's life is entirely in the hands of the Random Number Gods ("The only people who should roll dice are those who are prepared to roll a 1.").
Are there any non-random ways to represent evasion in a turn based game?