I dunno about Path of the Damned.
Sometimes you just roflstomp over enemies becuase you get nice dicerolls. You reload, do the same battle because you thought it was a little too easy.
And there you go, your characters keep hitting the guy for 0.5 damage and you lose.
Welcome to nostaliga town, where your fate is only enhanced by stats, but not directly tied to it.
I was never a fan of this in RPG's, critical hit % chance is ok, but no glancing blows or pure misses based on luck, makes the game punishing to the point where even the best laid plans don't work because it boils down to an algorithm.
One example, a dungeon level where I was fighting in the Catacombs of Copperlane had about seven or eight enemies, plus a boss. Now normally I would place the front line guys on the side, to let my wizard character do a fireblast in their face when combat begins, while Aloth shoots out some oil slick to keep them busy. Fighters pincer on the side with support and healing. Problem is, the guys dropped me due to interrupts and three critical hits in a row so fast, I didn't get a chance to do some massive damage.
Fight went downhill from there, Eder has four guy on him in his guard stance but was not doing enough damage to keep them at bay, Aloth didn't last much longer, neither did Durance or Kana.
So I reloaded the fight, did it again, and this time I blasted them nicely, had the guys on me do mostly grazed hits, with Durance healing like a madman. Was able to whittle down the enemy and survive the fight, with three characters standing instead of a TPK.
Looking back, I didn't really change my strategy too much, but I did check the diceroll logs, the differences were mostly there, along with order of abilities after the opening attack notwithstanding.
For me thats a mark against the game, also probably why i'll never do Tides of Iron and Path of the Damned, just not worth the hassle of frustration.