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Assuming you're level 1, you have weapon specialization (+1 to hit and +2 to damage) and the 18:30 strength giving you a +1 to hit and +3 to damage and your character will have a base THAC0 of 20, so your effective THAC0 should be 18 with melee. With ranged attacks you have hit adjust of +2 from Dex, but without proficiency you have a -2 penalty to hit, so an effective THAC0 of 20 with ranged.
A lot of the starting enemies have and AC of around 6, so you should have a target number 12 in melee and 14 ranged, or a 45% chance to hit melee and a 35% chance to hit ranged.
That's assuming you aren't playing on Legacy of Bhaal difficulty (Beamdog's own difficulty level, Insane is the original highest difficulty level). If you're playing on LOB difficulty the enemy ACs are 8 points lower, you'll need a 20 to hit for both melee and ranged (5% chance to hit).
I play on normal. I have +2 long swords and +2 long bows. Every character uses their proficcent weapons but they just keep missing, I can literally sit during combat for 3-4 minutes where everyone's missing every single attack. It looks really stupid and my followers burn through all the ammo against even trash mobs.
Is there a way to adjust my stats? This game's character creation is just boring 10 minutes of pressing "reroll" and hoping you get good rolls instead of just letting me make the character that I want.
What level are your characters and what area are you in? You shouldn't be missing that much. Note that some of the animated attacks aren't real, they're just filler to make it look like you're attacking. Go to options->feedback->visual feedback and turn on the "no cosmetic attacks" option to have the game only animate real attacks.
EEKeeper[sourceforge.net]
Level 1 and at Beregost. If I'm having this much trouble already, I dread how hard the game will become later.
Who are you fighting in the Beregost area? Most of the enemies around there shouldn't be too much trouble: skeletons, wlid dogs, hobgoblins, etc. The skeletons can be tricky because they have a 90% missile damage resistance, so trying to kill them with bows is a bad idea. There are a couple of tough encounters in that area though, there's Landrin's house with some fairly tough spiders for a level 1 party and a bounty hunter at one of the inns. In the temple area there's also an encounter with a Vampiric Wolf and some Dire Wolves that's well beyond the capabilities of a level 1 character.
The good news is the game does get easier as you go along. The first few levels are rough in every version of D&D, It's called low level hell for a reason.
Um, no offense but isn't that totally lopsided? Shouldn't the game start easy and then gradually become harder only later?
For RPGs, it's pretty common to put the gating encounters at the beginning of the game rather than towards the end. Because character design tends to play a large role in the difficulty of an RPG and you do most of your design at creation, you don't want to get halfway through the game and find out you messed up, particularly in older games where there is no respec option. Quite a few of the classes in this game are stat based rather than skill based (e.g. Fighter), you really don't do anything with them in combat other than pick a target to attack (no special attacks or abilities), how good or bad they are that depends on their gear, stats and any buff spells you cast on them. Since you don't really improve your attributes past level 1, you want the player to know if the character will be effective early in the game.
For D&D it's also part of the power fantasy, you start out as weak nobody who has to be supervised while shaving and grow into a demigod who can kill rooms of enemies by farting (at least that's how I visualize the Cloudkill spell).
How does one get these at level 1, especially if one has only gone to Beregost?
It's normal, you have a low level champ + high thaco versus different kinds of enemies...
That's old RPG for you... you low-level are weak and can die easily and miss 90% of the time...
You gotta click and pray
Having that said, attributes and weapons to influence your hit chance but they're a bit misleading. What you actually want to check is your THAC0 (To Hit Armor Class 0) which, based on the link below, is the dice roll table which will determine which numbers you have to roll to hit an entity with an Armor Class of 0
https://baldursgate.fandom.com/wiki/THAC0
So if your Thac0 sucks or ist just 'not good enough' in comparison to the AC you go after, you'll miss A LOT
Combine this with your APR (attacks per round) in a way that you have a sub par THAC0 with a low APR, you might need several minutes to hit something but that's not really on the game, it's on the ruleset. Especially if you haven'T enabled to show the rolls, you can easily miss, that Baldurs Gate (as every Pen & Paper) is pretty much a casino, with the difference, that you can stack the dice to your advantage ;)