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When we're given multiple options for which roll we'd like to try in a conversation (persuasion, deception, intimidation etc.) it would be nice to have a percentage chance listed next to the dialogue option. I think Fallout 4 does this, if I recall, and it would help dramatically with decision making. As it is, I don't feel like we're given enough information. We're told we will roll a d20 and how many modifiers we have, but we aren't told what we have to roll for up front. This means that sometimes I might choose an option where I have more modifiers but it will still have been the more difficult of persuasion checks available. Alternatively, perhaps we could be told what we have to roll for ahead of time to pass the check?

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Well. I would rather prefer to not have those tooltips altogether. In a real DnD game you never would know if you would need to roll anything before choosing the course of action. Knowing the DC is so meta-information that it defeats the roleplay aspect of the game.
I think the best solution would be to have a setting for that. With 3 options:
1) Hide warnings of future dice rolls
2) Like it is now
3) Show DC or stright up chance to saccide

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Originally Posted by Dastan McKay
Well. I would rather prefer to not have those tooltips altogether. In a real DnD game you never would know if you would need to roll anything before choosing the course of action. Knowing the DC is so meta-information that it defeats the roleplay aspect of the game.
I think the best solution would be to have a setting for that. With 3 options:
1) Hide warnings of future dice rolls
2) Like it is now
3) Show DC or stright up chance to saccide


I think this is a great solution. I have very limited experience with real D&D but the few games I did play I had my stat modifiers in front of me and when we chose actions that needed to be rolled on the DM was clear about what was needed to succeed. I have no idea if that's normal or not so, for me, there's not a big jump there from being able to math out the statistics yourself if you were so inclined. But I 100% see how that would also shatter immersion for some people. I just always like knowing my chances on things.

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i'd rather have different results based on my dialog choice rather than on my die result and my modifiers.
it really lessens the role-playing experience.

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Originally Posted by nizanegusa
i'd rather have different results based on my dialog choice rather than on my die result and my modifiers.
it really lessens the role-playing experience.


This is a good point. I have noticed the outcomes all seem rather samesy or deathy. It would be more interesting to have different outcomes based on dialogue choice and overall less dependence on dice roll checks. Making dice roll checks rarer would also increase their impact. I loved the idea of them at first but, tbh, in action they start to feel kind of tedious.

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Originally Posted by pinklily
Originally Posted by nizanegusa
i'd rather have different results based on my dialog choice rather than on my die result and my modifiers.
it really lessens the role-playing experience.


This is a good point. I have noticed the outcomes all seem rather samesy or deathy. It would be more interesting to have different outcomes based on dialogue choice and overall less dependence on dice roll checks. Making dice roll checks rarer would also increase their impact. I loved the idea of them at first but, tbh, in action they start to feel kind of tedious.


Well they suppose to help replayability but I say screw those dices let them all fail then I will get xp from followup fights.

Last edited by Zarangek; 17/10/20 12:10 PM.
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I think you should either display all information, like your own bonuses and the maluses from the other party, when you could indeed just simply get rid of the dice roll, and show a plain percentage. Or you hide all information including that you have done a roll at all, so that the dialogues are more free-flowing and natural coming along and the incentive to reload is minimised.
Also the outcomes and the extent of locked content can be pretty hard, which further incentivizes constant reloading. Skillchecks should not suddenly have drastic consequences, but allow a little extra information, a slight shortcut or an opportunity to leave out or postpone a single fight.

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Originally Posted by nizanegusa
i'd rather have different results based on my dialog choice rather than on my die result and my modifiers.
it really lessens the role-playing experience.


Well, you only know that all choses lead to the same result becouse you can reload. Or replay the game later.
In my experiance, this situations are used just to provide you with oprtunities to flash out your characters mentality.
The way you aproche encouter is more important for roleplay then the outcome.
Sometimes I get in the situation when I don't want to use any of supplied responses. This is the problem of pre programmed DM. It can't improvise. So they have to supply you with specific choses. And sometimes they have to converge all those passes.

Last edited by Dastan McKay; 17/10/20 02:31 PM.

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