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dice rolling is the heart of DND. either you cheat by save scumming otherwise there's no other way. dice rolling is random.
it should NOT be changed.
I respect that this is a DnD game, but not all rules make sense in a video game. I have played DnD for many years. It should not be a roll in certain choices. An experienced rogue talking to a 6 year old should just be good dialogue, not roll needed. I am not loosing to a 6 year old. Its just not realistic at all. Save scumming = bad game play.
Unless.. your DM was 6 years old.. maybe.
I don't think they're stupid at all. You can save scum past it, or live with failure like we have to do in the real world. Not going to lie, there ARE things I will save scum around, but for now I think I will see where my failures lead me in this game.
They need to keep the dice rolls in at least as an option for the rest of us.
*edit: You would be surprised what a 6yr old can get away with when you are an arrogant jerk who thinks very highly of your own skills, but then isn't paying attention to the underfoot toddler making off with your car keys. I've seen it happen in the real world to guys I knew in the military. Getting foiled by a kid isn't fun, but it does happen lol!
Noticing con artists and pickpockets is one of the textbook situations where dice rolls would be involved. I suspect you'll find those rolls in most of the official published adventures. It's bread and butter roleplaying, and practically mandatory when you're dealing with street urchins in a fantasy setting.
It also makes sense mechanically, and highlights the skills and specialisations of the different characters. A crafty rogue is much more likely to notice criminal activity than a big dumb overly-trusting fighter. That's how the dice work, and why proficiency (and expertise) are important.
See the outcomes for yourself, you will realise it's alright to fail rolls, just let things happen.
Last time I failed a roll at the owlbear, and it attacked me, I killed it and its cub. So what... who cares, at least they won't kill more adventurers.
The dialog options with rolls is not a good mechanic. this is obvously my Opinion
In a tabletop game, a player might say 'I'll attempt to intimidate him - "Drop your weapon before I drop you!"' Then they'll roll to see if they succeed.
In videogame form, that would look like: [Intimidate] Drop your weapon before I drop you. You'd click that and roll to see if you succeed, just like in the tabletop game.
Beyond that, there are heaps of hidden background rolls in conversations. You'll notice successful insight/arcana/nature roles appear in the top right of the screen, granting you additional information and dialogue options.
With my DMs, I rolled my own skills checks. He or she rolled the NPC ones, then explained what happened. Sometimes I would ask the number, so we could laugh at how I pissed on the electric fence and died.
Video games can’t do that, and writing different results for failure that are just as interesting as success takes tons of time and resources to craft content a lot of players will never see.
That’s why the active skill checks in BG3 are a bad idea. They present the player with the possibility of arbitrary failure, which never feels good, and don’t offer interesting results for that outcome. It’s a situation where trying to implement RaW tabletop design is actually bad video game design.
I think the OP just wants the dice to go away because dice simulate something intangible and the dice are tangible and take away from immersion
*edit: I would like the option to keep the UI there just because some playthroughs, I'm nostalgic like that lol!
I agree. I understand the role of the DM and why DnD has these. Everyone giving me a speech on why the rules are the rules can calm down. I just don't think it translates to fun gameplay to see a huge dice roll on the screen fail when I have massive skill into the associated skill. It's not fun.
I don't like failing things that I would never fail in a real situation. A character with 18 strength shouldn't fail opening a book. An experienced rogue should not fail at noticing a 6 year old doing novice rogue stuff. It should just be a dialogue choice based upon skill with a 100% success chance. The randomness for that stuff is awesome in combat, but in dialogue it is not immersive and not fun.
The answer is nothing, you just keep going anyway. They have way too many pointless rolls for no real reason so far.