On Sunday's GURPS Gamma World session, our GM rolled the damage dice for our gunfire. We didn't engage in any melee, but maybe he would have rolled that as well.
I actually like the effect, especially with guns - you have an idea of how many shots probably hit, but no idea what you did to the target except from what you can observe (he screams and falls, his head partly disappears, he doesn't even flinch.) You really have no idea, and being in the dark about results can really add some tension - save these bullets, or make sure? Maybe he's just stunned . . .
For or not, it's been my near-universal experience with gaming that the players roll the dice for pretty much all the things they initiate. Skill rolls, damage rolls, to hit rolls, spell effects, etc. - and the GM rolls for the NPCs, and for things beyond the control of the PCs (damage to PCs, resistance rolls for NPC victims of your spells, etc.)
But GMs rolling has some serious roots.
OC: [. . .] here the player [. . .] rolls a d20 to see if his strike was successful. A 20, and a beaming player shots: "I got it!"
DM: "You're right, and you do . . . (with these words the DM rolls a d6 to determine the amount of damage) SIX POINTS!"
- DMG, p. 98
"DM: Good throw, Morri. You do (rolling dice) 6 points of damage"
- Dicing with Dragons, p. 13
In that book, the GM rolls for spell effects too, in the example.
I recall old schoolers who predate even me describing games where the player rolls nothing, and it's all descriptive.
Does anyone play this way? I wonder - although I bet no one or nearly no one does, not for a long game anyway.
But rolling damage - any GMs keep all of the damage effects hidden behind the screen, even those of the players?
I kind of think I'd like to do that, when I ref my next gun-heavy game.