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haxxiy said:
Mnementh said:

Well, in most games a failed dice roll is an avoidable or bad outcome. In BG III it just is a different story path for most of the time. You always can fight and kill everyone, even your intended companions. But you also can persuade or intimidate hostile characters to avoid fights. If you talk to friendly or hostile characters and fail a dice roll, it might lead to a fight you wanted to avoid, but that still is a very valid option for the game.

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?



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