It sure is funny how combat in Solasta still has lots of missing, yet the missing doesn't feel like much of a problem. I think it's because turns go by faster, and so missing doesn't feel like as big of a deal, because you'll get another chance again soon.
I'll say that catering to people who moan about missing does not seem to have not been good for BG 3. Missing still happens, but because of the higher HP of enemies, hitting doesn't feel as good either, and the unintended consequences have messed up the balance.
Let's say we start at level 5, what then?
They still have to make the goblins stronger, unless we want to make the game child's play (increasing the number of enemies is not the solution that will work for this game).
Please explain your reasoning why the goblins would need to be made stronger and why there can't be more enemies.
Josh Sawyer: My galaxy brain idea for addressing this 𝖜𝖍𝖎𝖑𝖘𝖙 retaining the d20: establish a minimum bonus threshold that auto-passes. If you don't meet that, then you roll a d20 to try to pass it.
I've thought about this for 15s. I will not be taking critical feedback at this time.
That's kinda what Passive skill checks are. Most people have only heard of Passive Perception, but you can really do most skills as passives. A Passive skill check in 5e is simply 10 (median of a d20) plus or minus your modifier to that score. If you have +3 to Perception, you succeed on any Passive Perception checks of DC 13 or lower. If you have -1 Intimidation, you'll auto-succeed on Intimidation checks of 9 or lower.