Voadam
Legend
Magic missile always hits, requiring no attack roll, and allowing for no save, but if there is anything virtually every D&D player from any edition knows about the rules of D&D, it's that that is how magic missile works and has always worked.
That's actually a 1978 change to the way magic missile had worked.

Holmes Basic in '77 required an attack roll.
Holmes said:Magic Missile — Level 1; Range: 150 feet
A conjured missile equal to a magic arrow, and it does 1 die roll plus 1 point (2-7) to any creature it strikes. Roll the missile fire like a long bow arrow (Missile Fire Table). Higher level magic-users fire more than one missile.
In OD&D Greyhawk it did not specifically say.
OD&D Greyhawk said:Magic Missile: This is a conjured missile equivalent to a magic arrow, and it does full damage (2–7 points) to any creature it strikes. For every five levels the magic-user has attained he may add an additional two missiles when employing this spell, so a 6th-level magic-user may cast three magic missiles at his target, an 11th-level magic-user casts five, and so on. Range 15”.
AD&D 1e PH in 1978 is the first place it explicitly auto hits
1e PH said:Magic Missile (Evocation) Level: 1 Components: V, S Range: 6" + I"/level Duration: Special Saving Throw: None Area of Effect: One or more Casting Time: 1 segment Saving Throw: None Casting Time: 1 segment creatures in a 10 square foot area Explanation/Description: Use of the magic missile spell creates one or more magical missiles which dart forth from the magic-user's fingertip and unerringly strike their target. Each missile does 2 to 5 hit points (d4+ 1) of damage. If the magic-user has multiple missile capability, he or she can have them strike a single target creature or several creatures, as desired. For each level of experience of the magic-user, the range of his or her magic missile extends 1" beyond the 6" base range. For every 2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level, 3 at 5th level, 4 at 7th level, etc.