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DnD and PF are like that in general. Early levels involve a lot of luck due to limited character options at the point. It's the reason a lot of modules start you at level 3-5. It's less of an issue in PnP as early questing involves little combat.
There is also a matter of rather inflated mob stats that make early-game a lot harder than it should be. Early control spells do wonders though, so it's not a big deal. Color spray, grease, web, entangle - all amazing at totally crushing early encounters.
My consecutive attack rolls in prologe on hard againts 3 bandits after you get tartucio and linzi in party were 3.2,2,3,3,3,2,1,3,4,2,3,3,3,4,3,3,1,2,4,2,2,1,3 then my kensai run out of shield spells, bandits full health, they rolled around 13 roll +7AB for a while (I had 22AC with shield spells) then started rolling over 16 constantly after while.
But at least my Dmg rolls are almost always high( in 1d6 I roll 5 most of time).
I have been using ensnare, just picked up color spray at level 5
But i noticed several very odd similar situations as you described. Huge series of 5- or 15+ rolls in a row.
I played a lot of physical game and computer games, i'd start by saying it's not the same randomness at all (computer is a simulation of randomness, almost correct).
But even then when i compare one big RNG game like path of exile to Pathfinder i notice a big difference too. Like i said, i never experienced such huge series of quite similar results in any other game than pathfinder : kingmaker.
If i add some parano to this i'd say it's always in the disfavour of the player, but it's a common human feeling : being obsessed by our fails more than our success.
The chance to roll 24 times in a row between 1 and 4 is 1 out of 60 millions of billions.
(yes, that's 1 out of 60 000 000 000 000 000)
So, either that didn't happen or there's a bug (which I doubt).
That's true, alas. Sid Meyer did a talk about this some years ago.
People also tend to be biased when it comes to analysing/remembering the rolls they get.
The best system for this I found personally was in a little RPG called Dungeon of Naheulbeuk. Every time you have a bad dice roll or critical failure, a "fortune" meter fills up. You can then use this fortune meter to activate various powerful abilities. I thought it was really well done and actually made me somewhat look forward to bad dice rolls instead of considering them an annoyance. I wish more games adopted such a system.