It is very common for game systems to give different units different to hit scores. The big question for me is, is it better to (1) give good units a higher to hit score or (2) reward higher dice rolls?
My mate Chris and I often debate game design, and specifically simulation versus playability. Wargamers typically think of these as opposites, with a set of rules being either realistic or playable. Chris is, for example, an advocate of simulation and is willing to sacrifice playability to get something he considers more realistic. But I don’t think these things – simulation and playability – are opposite ends of a single dimension. I’m an advocate for playability and simulation is also important to me. I want both. Abstraction is the key to unlocking this combination and is an important third dimension.