Turn based games like this are not for everyone that is for sure, as you need to accept that this is a bit of "realism" that hits you in the face of your grand plan. Normal games put character action in your hands but these games put strategy in your hands and need to use this system to give your characters a sense of being a person, not a game piece. The middle ground of chess and actually commanding an army. I am perfectly fine with it personally though I know the frustration when it is highly skewed and even a 90+% is results in multiple misses.
I do like your idea, though modified to 3 state hit roll of Normal, partial, and missed hits. Maybe a 90 guarantees no misses but you can still just glance, where as 50% is less off a risk of full miss but maybe more glancing blows.
Also what is going on behind the scenes affects your experience. I know depending on the game Fire Emblem has a 1 random number and 2 random number hit calculations. 1 random number is 1 number compared to a hit stat calculated from various inputs of the game, where as 2 rn is an average. The 2 rn basically curving high hits to hit more, and low hits to miss, better explained here https://serenesforest.net/general/true-hit/. I do not know how Darkest Dungeon and Xcom are calculating but they are either simpler or more complex than that which both depending on implementation can affect how often you feel like you are making a difference.
Its definitely skill based, though that skill is strategy. A good play in Xcom can lead to a full turn of misses being a minor set back, where as a bad play can lead to failure even if all your agents crit. Though it really is up to the game to figure out if it wants you to have this freedom, I remember a bunch of complaints about enemy within and the self destructing Meld forcing rush play. I can agree.
I do like your idea, though modified to 3 state hit roll of Normal, partial, and missed hits. Maybe a 90 guarantees no misses but you can still just glance, where as 50% is less off a risk of full miss but maybe more glancing blows.
Also what is going on behind the scenes affects your experience. I know depending on the game Fire Emblem has a 1 random number and 2 random number hit calculations. 1 random number is 1 number compared to a hit stat calculated from various inputs of the game, where as 2 rn is an average. The 2 rn basically curving high hits to hit more, and low hits to miss, better explained here https://serenesforest.net/general/true-hit/. I do not know how Darkest Dungeon and Xcom are calculating but they are either simpler or more complex than that which both depending on implementation can affect how often you feel like you are making a difference.
Its definitely skill based, though that skill is strategy. A good play in Xcom can lead to a full turn of misses being a minor set back, where as a bad play can lead to failure even if all your agents crit. Though it really is up to the game to figure out if it wants you to have this freedom, I remember a bunch of complaints about enemy within and the self destructing Meld forcing rush play. I can agree.