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I don't think they understand its pretty common in video games especially those with lootboxes
I'd love to know exactly what 'skill' you would expect to happen in a turn based RPG, or a table top RPG for that matter. Sure you occasionally have puzzles, but the game isn't supposed to be a PVP game where it's the DM's skill vs Player Skill (which I still don't know what 'skill' you're talking about)
But I would argue there is plenty of skill in the strategic and tactical side of combat, which ties to consistent performance. Knocking an enemy prone gives you advantage on attack rolls in 5e, so if you are smart enough to know to do that to an enemy (and know which enemies you can knock prone), you can grant everyone a higher chance of not only hitting, but critting the enemy dealing additional damage.
Okay it's based on that, but that in itself is strange. Tabletop games use dice rolls because they can't really do otherwise, you're not actually fighting or doing the actions, so the dice rolls allow the game to decide on some outcomes.
The problem is that here, we're in a video game, we can do everything in a video game, so it's very strange to use this dice system, the tabletop games used that because they had no other solutions, in video games you have plenty of other ways to do this, you can directly interact with the world yourself, you don't need random dice rolls.
It's like putting the limitations of a format, onto another format that doesn't need these limitations to work.
Still not sure if trolling
"You need at least a 16 in this stat to select that option" like Pillars of Eternity does would be the only real alternative I can think of, but that is pretty static. I mean I wouldn't have much of a problem if they did it like that but I can see it being less interesting for people who want a more DnD-like expierience.
How would you want say, lock picking to work? Locks can be of varying difficulty and as an RPG you can have different levels of being skilled with lock picks.
There are two ways to do this:
* Randomly determining you success based on the locks difficulty vs your skill (dice rolls / RNG like we have here)
* Mini games where you need to move the lockpick in the right place like we have in games such as Skyrim.
The problem with the second option is it becomes "how good are you at the game" rather than "how good is your character at this skill" - I can play skyrim as a full on warrior or mage and still be the best lock pick in the world since it's just a minigame. In fallout I am the best hacker since I just need to do the minigame.
(as a side note, even skyrim does the first with pickpocking)
The random chance for success does two things:
1. It makes sure that it's your character's skill, not your skill, that is determining the outcome of an event. It is a roleplaying game after all so your fighter should not be the best smooth talking, lock picking, trap finding, basket weaving hero in all the realms.
2. because there is that chance of failure, it adds a layer of suspense. You can't just read a guide and find which skills to have when and immediately pass all your skill challenges.
Finally - this is D&D. i want a D&D experience. Baldur's gate 1 and 2 used dice rolls too (though using AD&D 2e rules it didn't exactly have any skill checks other than thief skills and charisma)