For example, SRR can be used for weapon resolution and damage allocation for large volleys in Star Fleet Battles, but it could not replace making a breakdown roll when needed, due to the individual significance of this event. One pitfall with statistical resolution depends upon the importance of variance. Depending upon the level of the variance, SRR can significantly change the effective strategies for the game. Since variance is usually omitted from consideration for SRR system, this leads to strategies where you compute exactly how much force you need to deploy for the desired result. So just be aware that SRR can change the strategies, sometimes significantly, but the resulting game is often even more enjoyable.
Many games use random events to determine the outcome.
Although this can sometimes enhance the excitement of the game by bringing in elements of risk and uncertainty, there are drawbacks for using random events. First, in some games, the sheer number of random events can become tedious to resolve and tend to slow down the game. Rolling 60 internal hits for Star Fleet Battles, or 7 serpents in Titan at 18 dice each, or 25 infantry defending Russia for five rounds in Axis and Allies are classic examples of how resolving random events can become tedious. Second, random factors can make the unbiased evaluation of strategies difficult, if not impossible. Since the difference between a good strategy and the best strategy is often a small margin, just slightly better luck can distort the evaluation and make the weaker strategy appear stronger.