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Joined: Jun 2020
Alodar Offline OP
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Let's say I have a 70% chance to Persuade someone.
If you put in a single persuasion check in a conversation I will succeed on a roll of 7 or better.

If you add in a second Persuade check in the same conversation I now only have a 49% chance of succeeding.

Adding in a 3rd Persuade check means I only have a 35% chance.


The dice are fickle enough as it is, having multiple checks per conversation makes failure likely and players frustrated.


Joined: Jul 2017
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It's terrible even more if its different types of skill checks. That persuasive character can't do a skill check for Arcane, and your wizard can't butt in and help, so now even a more higher chance of failure.

Joined: Oct 2020
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I don't know so much about this one. I agree that it can break the thing...

See, the thing is I have only used Inspiration once in the game, to persuade someone to not kill me. I'd made the success after the Inspiration, only to fail on another Persuasion right after that. This felt horrible.

However, I feel like the effort is to make the conversations more 3-dimensional. Conversationally speaking it makes sense not to convince someone in one go. Hence why the low-DC all around, so that the stats you mentioned are respected. In your case, convincing the guy had a total DC of 17, turned into 3 rolls of 7. It can work, specially if failing one of the 3 doesn't prevent you from total success (I'm not sure on that) and if you are somehow prevented from wasting Inspiration on non-determining rolls.

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I like the multiple checks. Exactly.

Joined: Sep 2016
apprentice
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I like and dislike the multiple checks. I like them because I think they fairly accurately represent how conversations might happen in real life, where you don't always come up with the perfect thing to say to the people you're talking to. Especially if you're trying to persuade them on something.

I don't like it because it means I have to reload saves multiple times to get the desired outcome.

For now I like it more than I dislike it, but that might change in time.

Joined: Oct 2020
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I agree AND disagree, I guess.
For the most part I'd say stick to one skill check OF THE SAME TYPE. In a pen & paper game you wouldn't typically go "roll Persuasion AGAIN to really convince the guy". You rolled already, it worked (or didn't). Of course there are situations where multiple rolls of the same type could also make sense.
I feel like having multiple DIFFERENT types of skill check (Persuasion, Religion, Arcana, etc) in a conversation can definitely be great so long as the devs remember that a success should equal at least some payoff, even if you didn't succeed through the dialogue chain.


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