Ruin Explorer
Legend
I understand why they did it but people just aren't physically capable of dodging fast enough to get out of the way of an arrow.
That's kind of a separate problem though, isn't it? Really melee AC and ranged AC should be two entirely different things, if we're talking "realism" of the kind you're discussing. Melee AC should primarily come off how good at fighting you are, not what armour you're wearing. No way in hell should it be as easy to land a blow on some guy who is the best of the best as some guy who is new out of City Guard school, just because both are wearing chainmail or whatever. But it absolutely is, in every edition of D&D. Defensive competence is absolutely NOT simulated in any meaningful way, except maybe your DEX going up.
Which causes other problems like for example in Starfinder were people start to come to the conclusion that there is no point in investing much resources into armor because the enemy will hit anyway thanks to the way monsters are build for "fun" (= very high attack, low AC).
Yeah I guess the difference with some games is that with ARPGs and CRPGs (less so MMORPGs), they don't do what Starfinder did. They make it easy for the PCs to land hits, but allow PCs to make themselves hard to hit. I mean, in Path of Exile, I can certainly make it so I almost never (or even literally never) miss or get evaded or the like, and it's not hard to do so. But I can also make it so monsters can almost never hit me. Indeed I can do both at once. Whereas in Starfinder, as I understand it, it's just everyone hits everyone, which isn't a very good or interesting design.