The main comparison to this game thst ai can think of in video games would be Fire Emblem, and missing is not uncommon, when Level is equal.
Fire Emblem's Hit is a whole discussion to itself. A lot of players - maybe most - don't know this, but it doesn't just roll a d100 and if it's under the hit, it hits, which is what it looks like. Rather it rolls two d100s, averages the result, and if it's under the Hit, it hits. So what this means is that low Hit numbers will hit even less often than the number would suggest, but high Hit numbers will hit far more often than the number would suggest.
For example, 70 Hit in Fire Emblem isn't 70% hit chance, it's 82.5% hit chance, and you're less likely to get streaks of misses (or unlikely hits, to be fair). Whereas Pokemon uses a linear miss roll and thus feels more like D&D in that you can fail fail fail despite good odds.
Discussed in some detail here:
The end result is that Fire Emblem is significantly less swingy and RNG-ish than 5E or most D&D relatives, or even than something like BRP. You will generally miss pretty rarely unless you're making a really bad tactical choice and/or have woefully unoptimized PCs in a game largely about optimizing your PCs (whether via equipment, level ups, becoming BFFs, or whatever).
It's also a battlefield-focused tactics RPG which I think is a rather different deal.
Looking at other games:
1) Virtually all action-based RPGs, you can't miss unless you
actually miss, and players rarely miss (particularly in melee) - So all the Souls games, Witcher 3, Cyberpunk, Mass Effect 1/2/3/A, Diablo 3/4, Oblivion/Skyrim/Fallout 3/4/Starfield etc. have no mechanical missing. Path of Exile does, but at a much lower percentage than D&D, to the point where it rarely factors into character builds.
2) Most non-action MMORPGs, like WoW or FFXIV have either no misses or single-digit percentage miss chances. Current WoW for example, you can only miss at all with auto-attacks. In older WoW you couldn't miss unless a target was higher level, and it was a very low % for any intended content. FFXIV is similar to older WoW but at max level you will never miss any enemy without intervention (i.e. debuff etc.) AFAIK.
3) Tactical RPGs - most of these use some kind of trick to at the least make you hit more often than the % shown. Some don't let actual active abilities miss or be resisted, only generic attacks.
4) CRPGs - This is the genre most likely to feature misses because of D&D and Pathfinder-based games, but they've also trended away from it - for example, Dragon Age: Origins has misses, but they occur far less often than an equally-optimized D&D character would see, and it also helps make Mages, who cannot miss, wildly overpowered compared to other classes. DA2 and DAI do not have misses, just varied damage. Pillars of Eternity has misses - again at a much lower rate than D&D (15% base in Pillars 1, 24% in Pillars 2) - and focuses on different amounts of damage.
What's interesting to me is that, despite having played all these games, I had to look a lot of this up, because the general experience of any game that isn't D&D/PF-based, missing outright is relative rare, and usually indicates things have gone wrong, if it's even possible.
EDIT - Not sure that reddit link is displaying correctly, let me know if it isn't.