It got especially bad with a group of gnolls for some reason - we all just kept missing, even when standing right beside each other. I thought a toggle to disable the 'miss' feature might fix this. Some may well like it and could leave it on. I personally hate it, and I've turned the game off and not wanted to go back, as it's about as boring as watching paint dry.
For me it also removes all strategy and the whole thing becomes a lotto. You either are unfairly unpunished because you miss every turn. Or the enemy is unfairly punished as they miss every turn. I think the 23%, 30%, 46% etc from high/low ground should count for something though - I would prefer that you always hit but maybe whatever number you roll only hits for the given percentage of the number. That way at least it's possible to plan/strategise around it.
Some other thoughts on the game so far:
1) The writing
It's better written than DOS 1/2. Baldur's Gate 1/2 weren't exactly Shakespeare, and I like that the mind flayers don't talk like humans and instead are maliciously mysterious and manipulative. Good 'show don't tell'. Ironically I think the art lets them down though. Just the cartoonish glowing red eyes - they remind me of villains from a child's cartoon. Strangely the redcap creatures have a great eye design that's bloodily disturbing without being cartoony.
Even the humour is pretty good. The part where Volo's love interest shoves him off the ledge even made me laugh (don't think I've ever actually laughed at humour in video games). The various mini-stories are done well overall, I think.
Problems are some lazy character repetitions. Ie - the 'intelligent' troll chief who uses the 'you're such a tease' line. And then the devil that uses the exact same 'tease' line later on. They both have an identical campy smugness. The devil in particular seems flamboyantly overwritten, and reminds me of somewhat stupid people who think they're smarter than everyone else by using exotic language to convey otherwise banal details. 'Genius is making the complex simple, not making the simple complex' as Einstein once said.
I liked the evil magic hag story and thought she was well done, even if it's a familiar tale. It reminded me too much of The Witcher's hags, however, who also lived in a hut in the middle of a swamp. It doesn't have a villian as well done as Irenicus, but I don't know if it particularly needs one either, seeing as it's a very plot-driven narrative as opposed to character-driven. Currently I'd hang in to see the end game, even if I'm not particularly emotionally/psychologically invested in any of it at the moment.
Lastly, I think the origin characters are a bit of a mistake (again). I'm sure they get a lot of budget and other resources for various set pieces and so on that are unique to them. I'd say such things would be better spent elsewhere, but it's not a deal breaker. Overall, they seem no more or less interesting than BG 1/2 characters. Though there's no Minsc/Edwin/Viconia equivalents, and these characters were never given 10% of the same writerly attention as BG 3 companions. Sometimes you get better results from a slighter, looser approach.
2) Art
Apart from the curiously cartoony mindflayer eyes, it's top notch. The animations for the dragons and the squid ship are great. Design looks like a fresh take on this fantasy world, and I think it holds up just as well as the originals. It doesn't remind me of them, but it does seem to do the world justice, even if I think the tieflings look too in-your-face devilish. I preferred the Haer'Dalis 'look', who looked slightly intense/possessed and just different enough that you might think he has demon blood in him but couldn't be too certain. Anyway, no big deal.
Some things look better than others. The rocks look fantastic, like something from a real location. And the brickwork in some places. Other features look unfinished, so I won't comment further. I do think overall though it's being held back by the tech. The graphics look like good 'last gen' graphics for a game that's coming out well into 'next gen'. Definitely needs at least the ray tracing. The latest screenshots for Cyberpunk 2077 with the ray tracing have turned a similarly 'not so bad' looking game into an amazing looking game. And they're saying they have a proper 'next gen' version planned ahead, so it'll somehow look even better.
3) Combat
Far more balanced that DOS 1/2, I felt. The smaller stats are obviously helping (it must be difficult to balance HP in the 10s of thousands). I like that the enemy has a variable group number. In DOS 1/2 it always seemed to be 4 versus 4. As mentioned, I hate the miss feature. Again, I think just a toggle to make it optional. Surely it wouldn't be technically difficult to have an on/off switch for it. I don't know if I'd want to play a full game this large with a feature like that - I think I'd just give up on it. Better things to be doing than watching pixels swiping and missing over and over.
A lot of the spells seem buggy, so not going to mention too much on them. Though the mirror image artwork has the same problem BG1 had that was fixed in BG2 by making the 'mirrors' wrap closer to the wizard. Here they clog the battlefield by spreading too far out, especially when 2 or 3 characters have them active. All of the classes seem well balanced though. The fighter in particular has become a very strategy-dependent character, whereas in BG 1/2 fighters were point, click and forget in the organisation department. My most killed character was my warlock, who seemed to start off slightly OP, one-shotting everyone with the red blast magic (forget the name). Then later he just got hammered because he has no mirror image or any equivalent defence (at least I didn't notice one).
Lastly, the 'character dead' UI seems cluttered. Was never really too sure how much 'death health' they had before a monster's attack would outright kill them. Also, I wondered sometimes if the combat would be more interesting if the enemy could also 'help' a downed enemy revive. Or if the sheer quantity of enemies versus the player party somewhat mitigated their disadvantage.
4 Non-combat
Briefly, I don't get the 'rest' mechanism. You need to recharge spells and health. But you can seemingly do this any time, anywhere, without penalty, even in the middle of a burning, crumbling house. So why would you ever use the 'short rest' feature or character abilities to just recover a fraction of your health/spells?