haxxiy said:
I feel like the problem is that in actual D&D the DM will have way more creative options in mind for fail-states, something which you can't easily replicate in a scripted computer game. Most of the time there's a clear definite good outcome in BG3 dice rolls, and when the bad ones come >50% of the time, that just encourages trying again. The developers tried to mitigate the problem by offering multiple options sometimes, which is effectively trying again with a slightly different stat, but their RNG, like most computer RNGs, sometimes is stuck in the same state for a few seconds, so you end up just failing multiple times in a row, even with karmic dice. |
Define a bad outcome. If you side with aunt Ethel or with the villagers, which is the right outcome? A dice roll can decide that, if you fail to persuade them to lay down weapons for instance. Which exactly is the 'bad' outcome?