@Chronologist
Really? Deep? Because with the exception of the hardest difficulty in ME1, Singularity incapacitated just about every enemy in the game. Halfway through a normal playthrough, I could opt never to use the Mako and walk around killing Armatures and Colossi on foot with nothing but a Marksman/Overkill, or Biotic Lift/Throw. Even on Insanity, a soldier who chooses Barrier as their New Game+ ability and pumps the crap out of immunity is practically unkillable. And as for powers being useless in ME2? Reave might be the best skill in the game, as it recharges your health AND does massive damage to everything but kinetic barriers. And the tech tree had a different skill to eat through everything but Biotic barriers.
Seriously, I feel like none of you even played these games and are just reacting to a single sentence so you can get on a high horse, whining about your wholly uninformed IDEA of Mass Effect 3 and a very, VERY questionable memory of what Mass Effect 1 actually was. For all the numbers behind the scenes, eventually, all of your guns were pinpoint accurate (To the point where the pistol auto-targeted enemies that were just pixels large and indistinguishable from the background if my reticle was anywhere NEAR them), and all of your biotic skills disabled everything on the screen for super-happy-fun-time-shooting-gallery. Oh so challenging and deep those mechanics were. And just to knit-pick with a mostly irrelevant point because I REALLY don't think you played ME2 at this point, every class has a different amount of base health/shields, so no, not every Shepard is the same
@Iname
As BeauNiddle already pointed out, this isn't an RPG where you start as a random farm hand thrust into a world of magic who must unlock his true potential to save the world. You open the game as a decorated military officer who has seen some of the worst combat scenarios in the galaxy. The rank of commander is incredibly high, and there is absolutely NO reason to believe Shepard can't handle a gun. At all. That argument is at least 8 different kinds of mute in least 7 different countries. Besides that, your argument forgets that this is both a shooter AND an RPG. If I select "Shoot Enemy" from a menu in a turn based game, and it misses...okay, that's the nature of the thing. Sucks, but I know what I'm playing. If I'm playing a hybrid that forces me to take the time to pick when to get out of cover, take aim, and place my shots in real time, then why should I then ALSO have to land the invisible dice roll that potentially makes the whole motion utterly pointless in a potentially crucial scenario? If that REALLY seems like intuitive programming to you, then I pray you never develop a major video game, because I like winning and even losing based on my performance...if I wanted luck to determine how well I do in a game I'd go to Vegas, not my living room.
On top of all that, you CAN portray a character's growth in skill through something besides random hits and misses. Just a few crazy ideas off the top of my head...unlocking more abilities as the game progresses? Becoming stronger and faster, perhaps? I'm sure that very few people here on this board are trained marksmen or fighters, and our IRL character sheets would be pretty pathetic. But untrained though we all are, if I point a gun or sword at someone and let fly, and they don't move at ALL, I'm confident they will die. Or at least be thoroughly maimed. Likewise, in a game, we can balance hits and misses with more competent enemy AI that actively avoids attacks, goes for cover, makes better shots, and acts as a unit to perform distractions and flanks to take you down. Knock on shooters all you want, but the taxing difficulty, crucial teamwork, and sheer strategic thinking needed to beat ANY Ghost Recon or Rainbow Six game on hard or realistic straight outclasses any "traditional RPG," which in nearly every instance I can think of has half a dozen ways to min/max your character's stats and skills to the point where nothing even vaguely resembles a challenge. Behind the scenes dice rolls aren't a way to add depth or immersion, they're an easy way for a programmer to avoid programming enemies that are ACTUALLY challenging.