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You can change clothes, spend a skill point to unlock the white check again (probably on a skill you don't care about or doesn't align with the play style you want), do half a dozen other tasks to have more points in your favor for the skill check....and then you will still fail a 90% "success" roll. Kills all the fun for me.
Except the one skill check that the game keeps getting you to come back to over and over (with increased odds each time dependent on what other things you've done, sure... and it's practically impossible to not pass this one eventually... but it's required to advance the plot. IMO it's a pretty weak plot point too).
Luckily there's only one of these...
There are a fair few checks where you increase your chances based on various other things you've done previously (so you can do other stuff, and come back and have a higher chance even without expending any skill points on that skill).
But none of the above require save-scumming - actually the first one I mentioned is almost designed to fail the first few times, as an encouragement to explore other things.
Especially when the game is built around the fact that you're going to fail skill checks, it encourages you to find new paths to solving your problems. That's just how the game works, you're not going to succeed at everything.
That one particular skill requirement - which you need for progression - in that one I agree, it's crap design, as there are literally zero options to progress if you fail.
That said, one would have to fail that check SO many times, and there are so many things that one can do to improve the odds, that even someone investing 0 points in that skill and with really low starting points in that entire branch, would surely be able to pass the check eventually (as it gets easier after each completed sub-segment or whatever you want to call it). And also, if the game makes you keep coming back to the same check (almost) over and over, that's a pretty obvious sign to, perhaps, invest in that skill, if only a little bit?
IMO the worst aspect of this "design" isn't the chance of failure, it's the chance of success. One time I succeeded this check the first time I tried it, with a really low success chance.
While this is of course totally logical that this could happen, it kind of messes with the narrative a fair bit (someone playing the game the first time could potentially miss out on a lot of cool semi-side-quests due to this).
Thematically, you don't need to pass every skill check.
Spiritually, maybe you shouldn't worry about passing every skill check.
this entire thread is a cesspool of schizophrenia, you may agree or not agree with OP, must most replies here are literally namecalling and neurotic "wrong game" "Go back to playing X" and US vs THEM rethoric
if you agree make an argument, if you think he is wrong disproove him, but jesus what the ♥♥♥♥ is with this Cult-like screeching?
Also, as an aside, your schizo comment is ironic considering the weeb hellscape that is your profile.
The 'hard' way. The Revachol Way.
the only way to beat these checks is through a dice roll that you can fail no matter what by rolling boxcars, there is no way around this, and it is perfectly possible to get the game softlocked because the pool of XP awarded by the game is Limited and becomes more limited every time you fail to get into an area to explore (and thus get XP)
this is poor game design, narrative RPGs have nothing to do with this, no narrative RPG, or Regular RPG, much less tabletop for its intrinsic quality has anything to do with the decision to lock entire sections of the game behind unavoidable dice rolls
no go back fellating the game and using half-assed arguments to justify the unjustifiable and calling names to deviate the attention
One would have to actually try to get themselves "locked out" of game content in this game though, considering the vast amount of XP one can get throughout.
Although it's "possible" to fail a 99% check due to "rolling boxcars", the chance is small enough that the few times this happens, you can just pump some XP into it and try again.
That, and some of the things you mentioned - such as the bookstore door - have alternate solutions which bypass those specific checks entirely.
And even discounting that, many checks have ways to increase your odds - not just by wearing stat increasing clothing, or using stat increasing drugs, but also by performing certain other actions first (which are mostly logical, only occasionally crazy and seemingly random and unrelated).
And these are WHITE checks, so apart from performing actions that increase the odds, wearing clothing to raise stats, or using drugs to raise stats, or changing your thoughts around to raise your stats, or a combination thereof - if you fail, you can usually try again after either raising the stats permanently (via level up), or after performing another action elsewhere (sometimes not entirely related - whether it's in the game world or in your head (sometimes completing certain thoughts unlocks all white checks of a certain type, or buying a certain pair of dice can do the same)).
There are only a few were this is not the case (the infamous check in front of that building needed to progress is the main culprit here, and here I will agree that this is a stupid design - even though it is mitigated by the fact that the game has already worked in the possibility of multiple failures, and many things can increase your chance of success).
So, TL;DR:
One has to really try very hard to actually fail to progress in this game due to being "softlocked" by white checks. There should probably be an achievement for that or something.
As far as my few playthroughs have found, there is a singular check that is "required" That being the Visual Calculus check in Klassje's window after the shootout when she ties the string to pretty much give it away.
You are entirely free to ♥♥♥♥ around days on end, bumble your way onto the coast, continue doing nothing, and then being completely blindsided by the tribunal.
Similarly, it takes an extensive amount of effort to find any white check that A) has no alternative solutions or unique "fail-forwards" path and then B) exhaust not only all available stat boosts but also every possible modification to that check's roll.
It really does sound like you invested your skill points poorly, failed a great deal of rolls, and didn't like the resulting present borne from your failures. If you went with one of the detective archetypes, you have a strong suit of skills that make it extremely improbable to have to fail through checks again and again, and if you went custom and 1-1-1-1'd yourself, you have only yourself to blame.
To address your specific examples, the book store doesn't have to be broken into to finish a numerous amount of tasks that you think "rely" on it, Cuno's hideout can be entirely missed with little effect (I did almost everything regarding Cuno and only stumbled upon it at the end of the game), and the Titus checks can, again, be completely ignored while still allowing you the ability to solve the case (and in this case specifically, there's several unique failure routes to get them to open up about at least a few useful details).
On a final note, I only started "calling names" (God, I miss the old internet) after you labeled your opponents schizophrenic cultists. Quid pro quo. :^)
This effectively locks your game by freezing time at 2 in the morning. Good night, Hobocop.