So mechanically, mathematically, I am sure your RNG does a great job. . .But it fucking sucks on the user end of game play. I should mention there is going to be some profanity. Its not anger, its emphasis, think of each vulgarity introducing something I think worthy of your consideration.
Anyway, let me share my latest experience, which has been in line with my total experiences to date,
I have a fighter. He has an 18 in strength because where else would he use that stat. He has a bonus of 6 to hit. At the moment he is level 4. He is fighting six ghouls with the help of some other useless scags. I tried running the encounter straight and was annihilated by some rather unlucky dice and don't want to dick around with an unimaginative and uninteresting fight forever so figured its save scumming time.
Lets just pause here for a moment and reflect on something else though. This encounter is an ambush outside the gates of a castle which, by all appearances, seems to be inhabited by the undead. To arrive at this ambush, I have to first clear the courtyard of eight to a dozen skeletons of varying quality which wasn't terribly difficult, but also wasn't what I would call effortless. And then I was confronted by some large type asshole whom, through two back to back lucky rolls (that almost never happens), I persuaded to ignore me (but whom I imagine would have ignored me no matter what I rolled given how unrewarding the dialogue was that constituted a success). After which there were a few small batches of ghouls numbering no more than half a dozen each which I had to dispatch in the general vicinity. All of this with only a single small rest before arriving at the gates, launching me into a cinematic and then an ambush. An ambush by spawns. Spawning units is such an archaic, bullshit, and gimmicky way to initiate an encounter. Nothing more effectively lets a player know that their experience is entirely on rails and that the story is happening to them rather than because of them like literally pulling shit out of thin air and throwing it at them to deal with regardless of how cautious, careful, attentive, or well they may have played. Spawns always let your players know they are just rats in your maze rather an equal partner in the experience. But I digress.
So this fighter, and his enthusiastic if ineffectual friends, having been ambushed by foes with a two to one advantage already, opts to burn an ability he can only use at most once in a single combat and perhaps even fewer times than that should he be barred from any opportunity for a short rest. This ability allows him a second attack. So the first hits but the second misses. We saw how this worked out the first time and that is why we are save scumming, so lets reload that and get this previously damaged ghoul out of the way. Two swings, one miff. Reload, same results. Did this a dozen times. Seeds are off, this is purely RNG and who could complain about an RNG this reliable. Never two misses, never two hits, always 50 50, fair as fuck right? Sure, it would be, if I were doing this every turn with a talent I could consistently count on, but this is a one time shot. For a fighter as optimized as he can be for his level in a class which specializes in combat on an encounter balanced (presumably) for a non optimized party.
Since combat makes up the majority of the content I have seen thus far, cinematics being the close second and exploration a distant third, for fucks sake do something so that it doesn't all boil down to whether or not the goddamn dice are with you. Its not fun, its not interesting, it certainly isn't new, and it sure as hell ain't worth paying for.
While I am bitching. Immediately prior to this I had a random encounter with a mage of some type and a Warlord. The mage was annoying, popping a shield to avoid magic missiles, forcing me to send someone out to bludgeon them properly, but not really a concern (Hoorah 12 str cleric). The Warlord though? This Warlord (which has twice the hit points of my entire party combined) deals his two attacks per turn (and three to kick things off) averaging 10 damage a hit and a slightly better than 70% hit rate against my woefully outclassed fighter who requires two other party members to simply keep him standing under the assault. Tough, but manageable, and at level three I was super excited at the prospect of leveling after this encounter and grabbing that dudes full plate armor once I dispatched him. And helmet. I haven't see any helmets in the game yet.
Well, I got the level anyway, and a scroll and a potion off the mage, but the Warlord? Disappeared into fucking smoke as he died leaving nothing. That is bullshit. It is like spawning in reverse and twice as shitty. And this isn't the first encounter which has done this, only the one which really really annoyed me. In fact it seems any time I vanquish something of obviously higher level in a random encounter it fails to drop its loot. If this is working as intended, it reads like a pretty clear fuck you to the player.
So in short, I suggest you consider a few things in regards to combat. To wit:
Spawns are cheap.
Dice should offer variability, but should not be the primary element determining a successful outcome. Skillfulness should always trump randomness
Don't introduce enemies with equipment which they can use which the player cannot acquire.
And also. . .Why do undead get wisdom saves? I mean, its only +2, but I don't really see them having the presence of mind to question the validity of a psychic dagger flying toward them and dispatching it with the power of their disbelief.