Originally Posted by Rack
Without the wide variability of outcomes as a result of missing easy battles become trivial. Not only do you not have to account for a string of bad luck meaning you take a bunch more damage but you also don't have to bother spending any resources on the off chance of a string of bad luck.
That is a good point, but that is specifically why I mentioned "without making game easier". And I think my suggestion address most if not all of those issues. You still can have string of bad luck ( only with lower probability ). Battle will not become trivial since your overall damage remains the same ( you miss less, but does proportionally lower damage). You still can spend resources on the off chance of a string of bad luck.
Regarding "you take a bunch more damage", I did not explain specifically in this thread because I explained it in linked thread with my initial suggestion, but damage that you take would not change at all. This "reduce miss but decrease damage" would be applied only to players, there is no need to apply it to enemies - they do not get annoyed with misses, so they will keep same miss rate and same larger damages. I mentioned that it also does not apply to our own crits, so even our maximal damages ( and critical misses ) remain same.

Originally Posted by Rack
Increasing my hit chance, increasing my damage and reducing my opponents hit chance are all very different when viewed in the lens of hit chance but when there is only damage they are reduced to buff soup.
And this is exactly why my suggestion is good - it keeps overall effects of your increased chances or increased damages, so regardless if you invested in one or the other on your characters, effects remain same even when my suggested option is used. And, as mentioned above, reducing my opponents hit chance is not at all affected with my suggestion since we do not change attacks of enemies.

Originally Posted by Rack
There are hundreds of other considerations like this which makes adding options to effectively remove the randomness from D&D akin to trying to unbake an Apple and Cinnamon pie to get rid of the cinnamon. It might be possible as a mod but I think the venn diagram of people with the time, energy and enthusiasm to do something like this and people who would be interested in it are just two separate circles.
Obviously, as interested group are "many non-DnD gamers" and group to implement is "larian". But there is probably same or larger separation of circles when it come to implementing any "pro-DnD" suggestion, so I do not see how it matters here. Especially since actual implementation of my suggestion should be MUCH easier than most other suggestions I see on forum - both in programmer time (low) and especially in game designer time (almost none, no balance issues).

Originally Posted by Rack
Ultimately I think the best response is to try and drain the randomness out of the game using tactics. Astarion has so many attacks he's unlikely to miss with all of them consistently. Gale can spam Magic Missile, especially with the broken Sapphire Spark. Your own character can be built a few ways to limit randomness so that just leaves one character who is difficult to predict. Once you get to level 5 the problem will be drastically reduced anyway as characters start to get their second attacks or big signature spells.
This is akin to saying "if you do not like some aspect of the game, play in VERY specific way to minimize that aspect". But that takes most of fun out of game, if you are forced to do or use those specific things for game to be enjoyable. It is similar to saying to pro-DnD crowd : if you do not like that high ground give advantage, do not stand on high ground.