ResidentLeever: -Missing too much vs regular enemies in an RPG
This tends to be a problem with accuracy-focused mechanic, as seen in D&D, as well as early CRPGs that tended to copy many aspects of D&D. Specifically, we have the following characteristics:
* Leveling up increases the character's accuracy and sometimes number of attacks, but not the damage dealt per hit.
* Armor increases the character's evasion rather than reducing damage.
As a result, accuracy *has* to be low initially in these systems, so that there's some room to grow, and as a result attacks tend to miss more often than in damage-focused mechanics.
This problem can, for example, be see in the following games:
* Ultima 1-4
* Wizardry series
* Might and Magic series (at least through 5, and perhaps later games to some extent)
Then some games made armor reduce damage, but accuracy/number of attacks is still the thing that improves with level (or equivalent):
* Ultima 5-6
* Wasteland and Dragon Wars
* Final Fantasy 1
For comparison, here's how some other games handle it:
* Final Fantasy 2-4 have number of attacks be the main thing that improves, with some accuracy improvements (note that FF2 has the problem with attacks frequently missing at the start; FF3 finally fixed that issue); Final Fantasy 5 made accuracy/evasion not stat dependent so many weapon types can't miss unless the target has evasion (which only certain enemies do)
* Dragon Quest has attacks hitting by default, with each enemy having its own evasion chance (Demon Knights have a high evasion chance (about 25%, so still less than many of the examples here), while others have low evasion chances (Metal Slime; what might look like a miss is actually an attack failing to do damage because of the high defense of this monster species); unlike the other examples, leveling up does significantly increase the damage you do when you hit the enemy, allowing this series to avoid the problem.