Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
D&D even suggests don't bother rolling for anything that is a DC of very easy. You don't need to roll for everything you do.
If there is a chance of failure than roll. If not then don't. It is that simple. There is always an element of chance on any contested action be it an attack, a social roll, or an attribute roll. Even the best can screw up. Even a novice can achieve greatness.
Your mentalist/dumbskull example, this is why the dumbskull doesn't do social checks in a party. If they do then they run the higher chance of failure.
Your way with no auto fail because your build is perfect makes people only do what they are good at. They won't risk anything else because failure is bad.
My way there is a chance of success or failure and they think about the consequences. They try things they may not be good at. They use their party and work together.
People always forget the later part of Jack of All Trades. Master of None.
"Failure" is not meant to be bad in tabletop.
A meathead "failing" a check and getting more combat is what the meat head wants. Because he's a combat character; not giving them combat makes them bored. Indeed, the meathead usually can skip the roll entirely in most dialogue and pick the "attack" (fail) option right away or just force attack.
More narrative oriented characters do not have the same luxury, and thus struggle more for no good reason, it is literal failure, their calculated specialty failed them for no reason.
As mentioned, if your character is stupid good at something they shouldn't need to roll. You even said DC in combat should be ignored if it's too low. Social/Narrative builds are simply gimped by needing to roll even if they have insane stacks of advantage.
And the reality is such, a lot of people play DnD as plain stupid/violent characters. Hence the 5% fail sounds "interesting" to some; There's so much utility for crunchy violence packed in it that getting an excuse to use them whenever is the actual content instead of the roleplay aspect.
It's a core rule that has been changed alongside a lot of other weird changes Larian has made, and not all of them benefit the experience by being changed.
D&D has been using adventure modules for decades, which are essentially semi-railroaded stories the group has to follow if they want to play that book faithfully. BG3 is essentially an adventure module in video game form.
Imagine caring more about the game not being an MMO over core rule changes that alter the experience of the system as a whole, and not all as a good thing.
Nat 20 does nothing on a final check.
There were four dialogue checks when facing the Netherbrain with stones, for the first time. DCs 20/20/30/99, I believe. You have to like, choose which stat/abilities to exert dominance over the brain. Guess what, "succeeding" on every one of those rolls does NOTHING. Even if you Nat 20 the 99 check, NOTHING happens. You just get pulled into a portal and the Netherbrain continues being unaffected.
Attack rolls and saves are not the same thing as ability checks, hence why I am completely (well not completely but I have accepted it since it is fairly common in any d20 base system) fine with nat 1 auto failing and nat 20 auto succeeding attacks and saves but I am not okay with them working the same for ability checks. I don't know how I, or anyone that holds the same opinion can make that any more clear.
To be fair, Matt ruled like this especially in earlier games, because they came from playing pathfinder, in Pathfinder, in which you get a critical success with 10 over the DC, and a NAT20 would increase your success to a critical success, while the Nat1 would turn a failure into a critical failure. So, Nat1 and 20 were quite relevenat for them when doing ability checks.
He also ruled that Pike had major disadvantages for wearing armor, which didn't exist in that way RAW.
This was also fine for the players, since they also were used to the same rules.
And here is the point were Larian "failed" in that regard. They made houserules and the players have to play with them. While usually the DM explains the Houserules he'd like to use beforehand, and if they players don't like them, they can either leave the group, or the DM changes them. If you got 4/4 Players not liking the Houserules, it's more likely they are removed or adapted.
It also shouldn't be too hard to implement an option in the setting to activate/deactivate that houserule, just like they implemented karmic dice.
And yes, Owlcat used a total different engine, but they had a couple of 'homebrew' rules you could pick. - Not saying that Larian should have done it exactly like that, just stating the obvious that it would have been possible to implement optional rules within the settings.