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.
Not only Solasta has way faster animations but you can reach lv 5/6 on solasta EA.
So, you can have two attacks per round and cast spells like fireball on solasta. As a lv 5 shock arcanist(homebrewed class), it can dish 9d6 damage at lv 5+1 dice due the subclass), you also don't fight enemies with high AC or HP on the beginning, so each hit counts.
![[Linked Image]](https://i.imgur.com/tzdfOKV.png)
My point is that if Larian believes that missing is too bad, they could
- Made 2d10 or 4d5 instead of d20, making rolls more akin to a bell curve (I know that d5 doesn't exist on P&P but a computer can simulate it)
- Made after a miss, a hidden bonus on next roll for you and enemies
- Putted enemies with low AC on the beginning
- Homebrew powers that increase chance to hit
- Start at lv 5 where you can attack twice per turn and cast less RNG based spells
- Implemented concurrent turns to speed up the enemy turns
- (...)
But the low AC / high HP is IMO the worst "solution"