Originally Posted by AusarViled
I would not say the game is hard, hard is a matter of skill, the game is unfair. You winning or loosing has nothing to do with you, but a rng number. This is why it feels much worse then dos2. In DOS2 you win because your smart. Here you win because you either cheesed, or you fought and got lucky with a roll.

eg:

1) you shove- you fail, you likely just died or lost 50% of your hp OR you win, you got no control over encounter
2) use magic; most magic so far is 1d20 for companions, fails 70% of time, makes companion useless, may as well take lone wolf [if it existed] or just physical [also applies for all status effects]
3) Uses a heal, heals for 1 hp- you reload. Heals should always be a flat number. Heal 5 +[1d20], Heal 10 + 1d12, Heal 15 1d6, Heal 20 + 1d6 + ad6, and heal 25 1d6, 1d6, 1d20 for tier 5


These are the main scenerios that lead to major problems. Makes the game feel bad
Agree about shove, but not your #2 and I don't exactly understand your #3.

2)
  • Attack-Roll spells are equally, if not more, likely to hit than physical attacks. Both a level-1 Wizard with an Int of 16 and a level-1 Fighter with a Str of 16 have a +5 to hit against AC. But a spellcaster is also more likely to benefit from the high ground +2-to-hit bonus than a martial character. Cantrips do less damage, sure, but leveled spells typically do more.
  • Saving Throw spells, on the other hand, are relatively weaker. Enemies in BG3 (mostly goblins) have slightly lowered ACs and increased HP, but their saving throws remain unchanged. Thus you're less likely to hit them with ST spells and such spells do relatively less damage. Even still, the chance is almost always going to be >50% unless you have disadvantage.

Ah, are you casting spells while adjacent to an enemy? Doing so gives you disadvantage on your spell attack roll, which might explain the "70% chance to fail" you're reporting.

3.) Are you saying that you want all healing to only heal a flat amount? Or do you want healing to be a flat amount plus a random amount? If the latter, then that's how most healing in the game currently works. Healing potion is 2d4+2, cure wounds is 1d8+[spellcasting modifier-typically 3 or 4], etc. It's disappointing when you only heal the minimum from a potion, but given that it's only a bonus action cost, averaged over multiple rounds you'll probably heal the average.

The key difference between the randomness in #1 vs #2 and #3 is that #1 is too powerful. A single shove can OHKO a party member or enemy, which is bad. Whereas the latter effects are small enough that a single one can't usually turn the tide of battle on its own - it requires casting that spell for multiple rounds and/or adding to damage dealt from other party members.