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It's pretty upsetting, knowing it's there both in and out of character, but a failed roll tells my party to pack up and go home.
shovel should work on diggable spots even if you don't "know" there's something there and if it isn't working that sounds like a bug since most spots in act 1 (ie everything that was publicly tested) work like that
Is that possible that the map item check can be tried for each characters from inventory upon use/interact with?
My Suggestion:
1- allow failed checks to reactivate again, after 5 turn time.
2- create a search action for characters. It will basically force a new environment check. If anything is close by, it will warn with a failed/success check, or just say something like:
"there's nothing close by", if the check was completed before or there is no check to do.
Yeah but you are actually forceloop a check the same way I savescum with F5 F8
From gameplay perspective I think a campaign in bg3 is meant to be played straightforward like a run in a roguelike, wich is also an old DnD thing
For instance you have a single check chance pass for each character you can control
If you have for exemple with 7 companions you can have 7 chances to pass a survival check on stepping the area, or trigger a dialogue option check (implied you can left the dialogue and bring back a different character, should restart the dialogue from the begining), same for quest item requiering skill check upon use
+reset failed checks in a short rest time for quest related ones.
+make environment checks invisible, so players only know of them on success. This way, they won't wonder around trying to force it more.