javier0889: 1. So what? Missing is part of the game, it's dice rolls after all. Perhaps you prefer newer games, which are rigged in favor of the player?
2. Well,it's an rpg. It wouldn't be one with dice rolls. Have you ever played pen and paper rpgs like they should be?
3. It's good, it makesyou think outside of the box and manage better strategies. I do agree though, there should be more mages casting stuff like fireball, sleep and cloudkill against you.
4. Dungeons and Dragons in real time loses all its meaning. Baldur's Gate itself is like 1/8 of what DND is supposed to be and that's because the game is real time. Skills themselves don't really matter when you don't have turns, and that's why BG is mostly geared towards combat with little to no chance to get some true role playing (that is, using your skills outside of combat).
1. The problem with missing is that it makes the game more frustrating. My suggestion, instead of rigging the game in favor of the player, is to increase accuracy rates and hit points across the board, so it feels like the battle is constantly making progress. As is, you could easily (knowing how RNG behaves sometimes) have a fight that goes on for a while without anyone hitting anyone else. Also, why don't level 1 Fighters get better THAC0 than level one Mages?
2. Even with a reduced miss chance, there's still randomness. Misses still do occasionally happen; they'd just be the exception rather than the rule. Critical hits also occur, as do saving throws against spells, and note that some weapons' physical attacks would still have wide damage ranges. (Also, you could have something like the Wild Mage class introduced in Baldur's Gate 2's expansion for those players who really like randomness.)
3. Sleep, as it stands, is maybe a little too powerful. Maybe if it worked half the time and if physical attacks would wake up the target without doing increased damage, it wouldn't be so bad (but would still be useful, especially since there aren't that many 1st level spells that hit multiple targets). (Incidentally, I think the game has the reverse issue at higher levels; saving throws become so good that status ailments almost always fail and spells like Fireball almost always do only half damage.)
4. I would agree with your point, except that whether the game is turn-based or real-time has nothing to do with whether skills are useful outside of combat.