In games with die rolls and/or percentages there are usually ways to improve your odds through careful planning. If you're ignoring that aspect of the planning stage then yes you'll often find yourself on the wrong side of the die roll. Calling die rolls RNG, isn't really true either, as your bonuses through stats, abilities, talents, and environment should improve or hurt your odds given the unique circumstances of the encounter, which takes the randomness out of the equation. A random die roll wouldn't take anything into account, it would just be a set chance that's completely unaltered. That would be random. A die roll that takes your bonuses into account is not random.
If it is the goal to take the randomness out of the equation with careful planning it would be better to remove the randomness in the first place and replace it with important tactical choices. Chess is an example of such a game
For singleplayer, the player would usually reload battles lost by bad luck, but not the ones won by good luck. He ends up cheating in a sense even without save scumming.
For multiplayer, to get a fair outcome you may need multiple matches to approximate statistical average, which is several times more time consuming.
I think that one of the following systems should improve the current situation:
Every character gets a physical ward and a magical ward:
- The physical ward should be either inactive or active
- The magical ward should be either inactive or active
- Status effects should be applied if the corresponding ward is inactive
- The physical ward should be active at the beginning of every turn
- The magical ward should be active at the beginning of every turn
- Physical weapons should have the basic skill "Shatter" to set the physical ward to inactive
- Elemental weapons should have the basic skill "Dispel" to set the magical ward to inactive
- Both skills should cost 2 ap and they should have the same range as the equipped weapon
- Armor should increase the resistance against physical, air, earth, ... damage by x %
The following solution would be probably easier to implement:
- Reduce the current armor values by 25 %
- Remove the Perseverance skill
- A character should regenerate 25 % of his magic armor when he is frozen or stunned
- A character should regenerate 25 % of his physical armor when he is knocked down or petrified