Ah yes, the classic Glass Ninja problem.EDIT - Of course the characters that I made had such a high DEX/Dodge that if you actually managed to tag them, they would turn into a fine red mist.
When attacking in OG TORG, once you had gotten your bonus number you would add that first to your relevant combat skill and compare it to your opponent's defense skill to see if you hit. If you did, you would add the same bonus number to your weapon's damage, compare it to your opponent's armor-adjusted Toughness, and read the results on a table to see how much actual damage you did. In theory, that means that a good hit means good damage, which sounds fine.
Until you have a ninja in the party, or something similar. "Contract Ninja" was one of the archetypes available in the TORG core rules, and they would start out with Dexterity 13 (which was the human maximum). If you also put 3 skill adds (again, the max starting value) in Dodge, you'd get a Dodge skill of 16.
On the other end of the spectrum, you have typical goons, like the Nile Empire Shocktroopers. These have human-average Dex of 8 and 1 add in Fire Combat, for a total of 9. So in order to hit the ninja, they need to roll a 20 for a +7. But if they roll that well, they'd add the same +7 to their weapon damage of 17ish, for a total of 24. Which would then be compared to the typical ninja Toughness of 8, which means that if the goons hit you're dead unless you spend a Possibility to negate the damage.
In Masterbook, which was basically the TORG engine modified to be a generic system, this was changed so attacks would instead use the attack's margin of success instead of the bonus number added to damage. But this meant that increasing your attack/defense skills effectively also increased damage dealt/decreased damage taken, and also meant you could never score a bad hit. In TORG Eternity, they're using yet another version: add 1d6 damage on a Good hit (margin 5+) and 2d6 on an Amazing hit (margin 10+) (with dice exploding on 6es).