Failing is part of life, even fantasy life. Without the real threat of failure, on the micro and macro level, why bother? Just "tell the story" of how you "won".
Sounds a bit like you're constructing a strawman - not being happy with success rates is not the same as having a 100 % success rate.
There is a level of failure rate for dice rolls that is fun, and there is one that isn't to me.
You could even fail in combat even if every single attack is a hit, because you spread around your attacks, attack the wrong targets at the wrong time, waste a lot of time not attacking because you make the wrong moves, provoke opportunity attacks or otherwise open yourself up to needless attacks without getting something in return.
And it's not like Pathfinder is not built around its attack chances. Basically it's a game where a lot of failed attacks (or saves succeeded by the enemies) still ensure a good chance of winning the final fight. So I could exaggerate that as Pathfinder 2E being a game where you "figure out how many failed rolls you can tank until you won as expected."
Thomas Shey said:
Well, I'm going to bluntly suggest as I did above, that if you can't deal with luck being a significant factor, a game running on a D20 is probably not somewhere you should be. I'm not unsympathetic to the feeling (my ability to roll nothing above a 6 multiple hits in a row is legendary), but to a large extent its the price of the die resolution in D20 games.[
Maybe it helps to understand that my favorite RPG basically has been D&D 4E. And that uses a d20, too. The problem isn't that there is luck at all, and even the range of possible results of a d20 is fine. of course you can always roll 3 sixes in a row and whiff all your attacks over several turns possibly. But Pathfinder can get situations where rolling several points better than and you still miss, or even though you put a lot of effort into buffing/debuffing via team work and special options and so even though you did everything right, those 6s are still misses. The "math" accounts for the low probabilities and it all works out in the end - but it doesn't feel as satisfying to me.
Failing frequently is necessary to balance out the benefits of having up to 4 times as many actions as your enemy(s). It is extremely difficult to mitigate the advantage that comes from simply being able to take more actions than the other side.
This might be true, which is why I think it's the wrong approach for me and a fundamental flaw in the system.
Pathfinder2E, D&D 3E and DnD Next all give you more attacks per round as you grow in level. 4E didn't, at least not like that. Many encounters and dailies still have only one attack, and if they have multiple attacks, they are - most of the time - some kind of area attack, so you spread your attacks around.
(Mind you, in character optimziation, people were often looking to stack on minor action attacks and immediate action attacks so they actually could get more than 1 attack on a single target to stack damage. Which might have sometimes balance problems, but it still has one advantage: your attack roll pretty much stayed the same)