RE: manageri and bealzabub:
I wonder what the effects of a good auto-calc system would be on game design and game play. If the little fights are no longer tedious, then maybe designers can start putting more in, knowing that the players can just roll through them. An epic journey across the real can then be filled with dozens of little battles, toughening up the party as they approach the big fight. Or a caravan across a bandit-infested desert could be a calculated risk, where you beat off wave after wave of bandits before limping past the city gates.
On the other hand, if the auto-calc makes mindless grinding relatively painless, what's to keep players from incessant grinding? Of course, since the random encounters don't have to be interesting or challenging, then there's no reason to scale them, so players would grind until they reached the max level for that part of the world, and then move on. It would effectively separate the leveling/grinding aspect of play from the story part of play. That might actually help some modules get past the whole hack-n-slash/storytelling division. I know that in the Total War games, whose auto-calc I'm most familiar with, auto-calculating battles means you can play the game like a big version of Risk or Europa Universalis, which changes the whole pace and feel of the game.
Do any PnP DM/GM's "auto-calc" or abstract away minor encounters?