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Skill Checks & Dice Rolls...
The overuse of skill checks is becoming tedious and disrupts the narrative flow, making the gameplay feel repetitive and less engaging. The constant quick-saving/quick-loading is killing enjoyment. It strips away any sense of control and agency. Constantly rolling dice to perform even basic actions detracts from the story and character development. The game should rely more on storytelling and impactful decisions instead of RNG. Literally every few steps, I get another damn dice roll. Surprised combat doesn't have them. Dice rolls need to stay in D&D games. It's like the devs are trying to make a Frankenstein of Arcanum and BG3.
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Showing 1-7 of 7 comments
GRAY Jan 11 @ 10:35pm 
Savescumming is imminent. Someone use it, someone not. It's all about playstyle, nothing more.
I'd just wish more readable dices. The present ones are not contrast enough, and fade out too fast
Last edited by GRAY; Jan 12 @ 7:14am
Soul Jan 12 @ 12:56pm 
Originally posted by GRAY:
Savescumming is imminent. Someone use it, someone not. It's all about playstyle, nothing more.
I'd just wish more readable dices. The present ones are not contrast enough, and fade out too fast

It's bad game design. Fallout handled it right. Need certain skills to have that option with no dice rolls. The constant dice rolls makes this game come off as a discount BG with a steampunk paint job. Either way, I'm done with this game until I get my hands on a mod or trainer. I regret buying it.
Nihrahk Jan 13 @ 7:11am 
Personally, I wish the dice rolls were just 1-20. Feels much better that way IMO.
GRAY Jan 13 @ 8:06am 
Originally posted by Soul:
It's bad game design. Fallout handled it right. Need certain skills to have that option with no dice rolls.
Fallout has skill checks with random generator
Originally posted by GRAY:
Originally posted by Soul:
It's bad game design. Fallout handled it right. Need certain skills to have that option with no dice rolls.
Fallout has skill checks with random generator
Not in dialogs. And, from what I remember, not in computer interactions either. My memory is a bit rusty, but I think checks in the 2d Fallout series were mostly for things you could repeat multiple times, so, they served mostly as slightly randomized static checks, (i. e. will you keep failing until you hit a critical and break everything) which is fine. That's how it was in Arcanum anyway.

And most modern games moved away from excessive rolling due to it being more annoying than meaningful, so, I agree with the OP.
Stranger Jan 18 @ 9:50am 
I slapped something virtually identical to this in the suggestions after my first play through a day or two after launch.

Whether or not the Devs do anything about it is a different question, but they absolutely know about this objection.
Depends on the fallout the originals had a 1d100 roll which was based around your stats so even if you had the required stats you could still fail checks. And the Maximum was 95% (skills could go beyond 100 but that was mostly used to counter the negatives for the checks).
Last edited by Kel'Ithra; Jan 21 @ 9:53pm
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