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报告翻译问题
You got the 5%. If the dice don't love you that's just how it be. I play a Warlock who's constantly failing CHA checks. It be like that sometimes.
edit : found it
Not wanting to give away spoilers, but it's worth thoroughly exploring the temple you find Shadowheart trying to get into. :)
A completely untrained character with 8 in the associated attribute (-1) only has 30% less chance of succeeding than a proficient character with 16 in the attribute (+5).
This could mean 50% vs. 80% chance of success (DC10). Let's say it's a Dex check to catch an object thrown at you. The worst clumsy least skilled character might easily succeed while the highly trained agile expert fails.
That difference between minimum skill and maximum skill is too small and the biggest weakness of the d20 system.
I'd like to see the skill ranks have more impact in these checks. Or more Take10 checks that work with tresholds.. you either can or can't do something instead of a highly random roll.
I noticed my clerics sacred flame no matter who I target or how much dex they have is always a 50% hit chance when in reality it hits maybe 10% of the time.
But a 50% chance to succeed at a skill check should not take 7 attempts. That is beyond an anomaly. Flip a quarter and guess which side before it lands. See how long it takes you to call it wrong 7 times in a row. It is an anomaly. Sure, anomalies happen, but they are rare. In Baulders Gate, they are not the exception, they are the rule. For my playthroughs at least.
Naturally, video games emulate probability using computerized RNG systems that are (often) crude representations of real-life laws of probability.
Other than scrolls, Gale has a special dialogue that triggers when he dies with some comically complex method to revive him without a scroll. As far as I know, it can only be used once.
But considered that there have yet to be the option to choose and change game difficulty just yet, I would just be patient and see. When they introduced difficulty levels, we might just see the modifiers they might put into this randomness for each level.
A seed is nothing but an offset, if that is what you're referring to.
I think you have the right idea but you worded it poorly. If you put RNG in every micro decision the combined outcome will always gravitate towards the average value you'd expect from a fair die. When throwing a fair die with 6 sides 3 times the average may seem arbitrary, but when averaging 1000 throws it'll always be roughly the same. It's a solid point to make and a very logical one too.
Sadly there is already strong evidence of humans not being rational in the slightest. People are much more inclined to remember when they were done wrong than good. As such people will remember "that one time I missed three arrows in a row!" - but are unlikely to recall the 3 crits.
BG3 will say 80%+ but it will really be ~50%. Battle Brothers will just straight up tell you that your bro has a 50% chance to hit BEFORE you attack.
2) this is compunded by the fact that most games cheats in your favour, so an 85% is closer to 95% in most games