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I think the old WoD had a very good system for this.
First off: I don’t think dodging ranged weapons is unfeasible. I don’t see you dodging a bullet, but increasing the shooters difficulty to hit. Once the bullet is fired, it’s already gonna hit you or not. Dodging is done at that point.
Now WoD has long been my groups system for basically any type of campaign imaginable. We played sci-fi, pulp, western even some Vampire. It feels realistic and had enough flexibility to be cinematic.
Range, cover, the weapon used and such dictate the target number to be rolled for any attack. The target, if he/she has actions left, may use these to counter your attack. This could be a parry or a dodge. Each has a dice pool and rolls. The one with the highest number of successes win. Weapons have a set number of damage dice and the target gets a “save’ based on toughness and armour and the like.
Recently we’ve picked up 5e (We played 2e way back). It’s gamey. It’s feels a bit like a wargame to me. Character build and characters use their abilities in synergies and combat is rather abstract, but faster. Not a bad thing per se, just a different way of playing. But it does feel a bit like playing Warma-hordes to me. I like it. It’s a change of pace.
So can an RPG learn from a wargame. It depend on what your going for. My wargaming buddy and me have been introducing mini’s to the rest of the group (who only play rpg’s and the occasional board game), with mixed results. Most like it, but wish to keep it abstract. It’s easier to keep track of who’s where and facing what, but I really don’t have to get the rulers out.
So what does you group require. I think the best thing about RPG is to house rule the hell out of them. If you think something’s cool, run it passed your group.
But there’s not really a hard answhere to this question, I think.