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Which doesnt translate well to a pc game format. Apparently. Unless you were talking about savescumming
yea.. i mean its almost like they want some random chance to try and act like its "real life"
You know video game RPGs have been doing similar for decades right?
It's like a fundamental foundation of the entire genre.
All this game does is actually show you the dice roll instead of:
[Dialogue Text Here] (48% chance)
-------
[Dialogue Text Here] (Green/Yellow/Red Colour coded)
--------
[Dialogue Text Here] (Easy, Medium, Hard)
Hell it's such a bed rock of Video Games that almost all genre of games utilise the exact same approach to critical things from Strategy Games rolling dice to decide if a attack actually hits, to simulation games rolling dice to decide if a random Event triggers or not one moment to the next.
op u should savescum for this post and redo it cuz its terrible
This isn't the first D&D game. Apparently you never played BG 1 or 2, or any of the Neverwinter Nights games. Those all had dice rolls too, they just happened automatically instead of letting the player click their mouse to show an animation.
guess i should scrounge through the options or something.
edit: oh damn you gotta spam click a whole bunch to skip and its still slow lol. bummer.
I am not mocking you or being mean. I am encouraging you to shift your perspective so that you might better enjoy the game as it seems you are, understandably, applying 'normal' game expectations to this.
save some folks don't save scum.. some do.. some don't.. its personal choice with a Vid game..
but for RPG folks.. some take what they get.. others don't. its all personal choice.. dont like the checks? save scum. like them? live with what you get.. even the greatest speaker.. messes up and loses the audience.
not sure how that's hard to understand.
Leaving aside the dubious notion that DnD's worst mechanical flaws have to be recreated forever, tabletop games have the advantage that if you fail a skill check you can keep trying new angles as long as your DM is willing to put up with it. In a video game there's no DM to adapt the scenario, so failing a single critical role does way more to wall of noncombat approaches. IMO that makes a strong case for why crpg adaptations should use less- or non-random approaches to skill checks.
CRPGs that put a lot of effort into allowing the player to 'fail forward' without making the failures seem inconsequential are another way to deal with it, Disco Elysium was pretty great in that regard. Dunno if BG3 is at that level or not.
They designed the game to flow around the rolls. You don't have to nail every persuasion roll, just play the game.