In percentile-based RPGs, there seems to be a fundamental problem with high-level play.
Consider this, from any of the Warhammer 40k RPGs, such as Death Watch: My character has 70 WS(weapon skill), so he usually hits. My opponent has 70 dodge, so the attack is usually avoided. The combat quickly becomes repetitive and frankly a bit boring.
Me: I hit! Opponent: Dodged. Me: I hit! Opponent: Dodged. Me: Miss. Opponent: Haha! Me: I hit! Opponent: Dodged.
I was considering that maybe the rolls could be combined so that the difference between the attack and defense be added to the attack roll, e.g. I have 55 WS and my opponent has 70 dodge, therefore I subtract 15 (the difference) from my WS and just make an attack with no dodge roll. This is just a suggested compromise to reduce repetitive rolling.
Are there any other potential ways to get around this issue, or are systems like this simply not cut out for epic level play?