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Ein Übersetzungsproblem melden
Here your DM (Larian) choose to do it in a more conventional way.
So, it takes about two messages to move fans of dice rolls to get down to pointing fingers, and shouting kindergarten nonsense. Sad yet fascinating...
So again I ask - if you want to simulate a character getting better at things - how do you do this without random checks/tests - and the way you do this on a tabletop is rolling physical dice. BG3 "simulates" rolling dice for your visual satisfaction, but it's technically just using a random number generator.
This is why every RPG I know of uses dice rolling. The systems may vary widely, but they all involve it, SOMEHOW. Warhammer 40K. GURPS. Call of Cthulhu. Pathfinder. Star Wars RPG. Could keep going.
This game, even without save-scumming, often lets you reroll something 4 times if you have the Inspiration points. 4 times. And BTW, if you have 8 lockpick kits, you can retry lockpicking something 8 times. Seriously, that's pretty friendly to the player.
Also, there are TONS of buffs that improve your skill checks. From spells, abilities, items. Want to succeed more often? Use them.
CRPGs by their nature don't know your character in advance, so they can have static checks. If Fallout asks for 50 persuasion skill, that's a check you'll get sometimes and not other times, depending on your character at that point.
Tabletop RPGs obviously can't do that very well. A DM is going to know if you'll pass or fail a static check if he's coming up with it on the spot, so it's really just him saying 'no'. Even if one is planned in advance he's going to have a pretty good idea if it's a no. This is obviously not a good design. Thus the rolls so he can say 'yeah right' to a difficult task instead of 'no' and get surprised (or at least it's less likely to be viewed as the DM just denying the player)
Then this has a tabletop ruleset so it kinda needs to go with rolls to feel right.
There's enough buffs and re-rolls, and you get plenty of opportunity to nudge the results in your favour without simply save scumming. A hard skill check is no more interesting imo, because even skilled lock-pickers or conversationalists will make a mistake, so there's never a "guarantee" of success just like with everything we do in real life.
I like the slight random edge to it, and there's always save scumming for those who need a perfect run and can't handle the occasional RNG fail... which honestly sounds like me too, but I still enjoy a bit of unpredictability.
A static skill check is worse, IMHO. I would at least have a CHANCE of failing a high DC persuasion check, rather than automatically failing a high skill check, with no CHANCE to succeed anyway.
You know that DC 99 check at the end of the game? No spoilers. You can succeed it if you roll a natural 20. (I wouldn't have thought so - but yep). Small chance is better than no chance.
There's actually a pretty decent feedback loop as well for using resources to reroll and secure checks for key dramatic moments because Inspiration grants XP and you often get Inspiration based on the results of said dramatic moments.
Bypassing combat encounters with a direct check also nets you all of the XP you would have gotten for killing everyone.
I don't think it's a personality flaw more like we have been conditioned by previous games to do this. We must do it the "right" way or it's game over. BG3 has some hilarious ways in which you can fail and still continue. For example when rescuing the gnomes from the moonlight towers, in my recent run I opened their cages with the master switch before talking to them. They started to run away trying to escape and got killed by the guards... it is obvious in retrospect that they would do that because they don't know you, but because I was thinking in videogame terms(I am the main character, I have a quest to rescue them, so the NPC's are just waiting for me right?) I really didn't think about the consequences of doing it this way... and this is not game breaking, they won't be available in act 3 but the game is designed with this result in mind...
But it took me 3 playthroughs to accept and find this result hilarious... initially because we are used to "video game logic" this kind of gameplay feels very uncomfortable(and thus the "need" reload, etc). :p
Lots of games are becoming movies in all but name. And that's fine because there is an audience for that. Great games like God of War are essentially interactive movies that are really fun to interact with.
BG3 is a game about living and dying by the dice. If you choose to save scum that's fine, but you're the one breaking the game. It has nothing to do with the game not being well designed. It has everything to do with you choosing to play it your way and still being disappointed. If you CHOOSE to save scum it's just sad to also be pissy that the game doesn't give you an option to disregard it's entire gameplay loop lol. It's like complaining that you can miss shots in an FPS game. Why doesn't the developer give me a gun that can't miss so I can always hit the shots I want to hit? Why doesn't Larian just let me pass all the dice rolls? Same ♥♥♥♥.