You hit far less often in RQ than in d20.
Sometimes. But you are not necessarily hit far more often.
But it was suggested above that RQ could use rules such as sacrificing attack to reduce the opponent's parry to reduce that.
Let's say I have a d20 character with a Dodge of +11and a finesse attack of +15/+7/+2 (as it happens I have such a character). He also has Combat Expertise so he can potentially improve his defence to +16. Let's say he faces four foes so they each get +3 to hit.
His +16 defence becomes effectively +13. To stand a 50% chance of hitting the character, his opponents must have an attack bonus of +12. If they only have an attack of +5 then they hit only on an 18 or higher, 20% of the time.
Now I'm not certain how you'd equate that to RQ terms. But it's highly unlikely that a pc will avoid being hit by 4 'lower level' opponents twice as often as his d20 counterpart, or anything like as often, and hence he is relatively fragile.
Let's say our RQ hero is attacked by 4 soldiers who have 75% attack and parry - not an unreasonable situation I think. To avoid being hit, he must divide his parry. Let's say he's confident of going firs and killing one of his foes so need only divide his parry three ways. let's say he is happy to have a 75% chance of parrying each blow. He needs a weapon parry of over 200% to do this!
Let's say he has a more reasonable weapon skill of 150%.
So he attacks Foe1 at 150% versus 75%. He reduces his foe's parry to 25%. He'll bypass the parry 75% of the time and let's say he does enough damage to take the foe out of the fight because he's str 21, con 21, siz 21, dex 20 and thus gets +2d6 to damage.
He is now attacked by 3 foes. Two will hit on average and he'll parry one of those (as he's divided his parry of 150% three ways). So he gets hit every round on average as a new foe steps up to take the place of the wounded or dead man.
We've established (above) that in 5 rounds he'll be dead. And this is pretty much the upper extreme of hit points that we can reasonably expect to find.
Now put my d20 duellist (level 12) against an unending stream of level 3 'mooks' (I'd say level 3 was roughly equivalent to 75%, I'm open to argument). They have weapon focus and +2 from strength. So attack is +6 - 25% chance of a hit. The likelihood is that my charatcer will kill 2 or more each round (he has Greater Combat Reflexes, in addition to his multi-attacks), but let's say he only takes one out the fight each round. He suffers less than one hit each round. He has 110 hit points and suffers an average of 9/hit so it'll be a dozen rounds before he's down.
Maybe +15 does not compare to 150%. Maybe 75% does not equate to level 3. But we have to go quiet a long way down the levels before the RQ character is as handy as my d20 character at dealing with multiple foes.
In essence a RQ character's combat prowess is determined by his attack and parry chance, damage bonus, hit points and how quickly he strikes (initiative).
A d20 character has exactly the same (attack bonus, defence bonus, damage bonus, hit points and initiative) but he also benefits from combat feats - something that Chaosium RQ lacked entirely but that MRQ has apparently added. From what I understand they are in much shorter supply than in d20.
So d20 benefits from character gaining more hit points and having a wider array of combat enhancing feats as well as multiple foes having far less advantage than in RQ.