In “better” cRPG’s skill/stat checks are either inexistent or fluffy. It’s impossible to fail in any of them. Consequently, when players fail in a stat/skill check, that pisses them off. Then they start to make rationalisations and giant comments trying to downgrade the game because their precious egos are brutally violated by a hostile gameworld for the first time. It doesn’t matter that you have to achieve a number to pass in a skill/stat check. The point is that it feels like you have a hostile gameworld getting in the way, trying to make things difficult for you.
Once again this is where you are wrong, the world only feels "hostile" in the first playthrough, once you figure out how the game works it's so easy to make a specialised character and breeze through the game by passing skill checks designed for your character, the only challenging builds in the game are fighting builds, the rest are played like a more restrictive version of a visual novel, you pass a skillcheck, you move on, you pass another skill check, you move on again and it goes on and on untill the end of the game.
A game that allows the player to finish it easily by clicking one skill check after the other, isn't doing a very good job at conveying that the gameworld is quote on quote "hostile", also unlike actual C&C games where you have no idea which choice is good for you and which choice is gonna hurt you and where you're always nerve wrecked and worried about not making the right choice, in AoD as long as you're not an idiot and always follow the option that suits your character build you know that said option is almost always going to work, effectivley nullifying the whole "forced to make tough choices and fail" feel that you spoke of.
Like every single cRPG existence.
No, i am sorry this is just idiotic, not every CRPG plays itself for you, why can't AoD fans just enjoy the game for what it is instead of feeling the need to defend the things it does horribly.
Here is an example, let's say you're playing FO1 and you're given a quest to secretly assasinate a certain important person who has guards posted guarding his house 24/7, so you start trying to think of a way to do it, you wait untill night since you can't kill him publicly and you go to his house and start looking for a way to get in, maybe you bribe the guards, sweet talk them if you have speech (but without the game showing you the skill check), maybe you sneak in from the back door, maybe from a window, i don't know, once you're in you sneak around trying to find where your target is without getting caught by guards or the servants that live in the house, then you find the guy's office and remember that you have skill in explosives and you can just put a timed bomb under his office and leave so you do that, by the next morning you go take a visit to his house and find his entrails splattered eveywhere in the office and feel pride for having thought of all of this by yourself without the game explicitly telling you what to do.
Let's say we take the same scenario just this time, we execute it AoD style:
you go to the guy's house and a menu pops up:
1. [speechcraft] sweet talk the guard.
2. [dexterity] [sneak] climb and sneak in through a window.
3. [lockpick] unlock the back door and get in.
so you choose the lockpick option because you have lockpick and you succeed but the moment you get in you find a house servant facing you looking at you in shock, then this menu pops up:
1. [speechcraft] [trading] you convince him somehow to let it under the rug for a sum of money.
2. [critical hit] you stab him in the neck before he can react.
3. Attack.
so let's say you choose the critical hit option knowing that you invested points into that and it succeeds, in the next menu that pops up you find the guy's office and you are met with these two options:
1.[explosives] leave a timed bomb under the guy's office.
2.[sneak] hide somewhere in the office and wait for his arrival.
you know you have explosives so you choose the first one and you succeed, congratulations. You see it's the same scenario same method used same everything except for one important thing, in FO1 you thought of a way to kill the guy and then executed it yourself through the game mechanics, in AoD you clicked 3 menu options that SAY that you did all of those things and you only knew those specific options would work from your knowledge of your character build not because they're objectively the safest options or something.
I am sorry but this is just pathetic, the game isn't just playing itself for you it's effectivley thinking for you as well, this is not roleplaying, roleplaying means actively playing the role of a character yourself, not clicking a couple of menu options that play the role for you.