I wanted to ask if we know what actions will be governed by dice rolls, and what the community thing of it. I don’t believe we have seen lockpicking or trap disarming in the demo, but we have seen perception checks and dialogue checks.

I am of a belief that dice-rolls rarely translate well from PnP to cRPGs. Having to invest heavily in lockpicking or trapdisarming, only to have to click continusly on door to pass the check or have the trap jammed/trap explode because unlocks, off screen roll sucks - result is not interesting, adds frustration and waste time, and encourages save-scumming, looking at you Wasteland2 and Kingmaker.

As to dialogue checks - I am more in favour of flat values (you can or you cannot pass the check) though Disco Elysium did show that rolls can be engaging if content for both win/loose is of high enough quality. Disco Elysiums “wind” check, however, also shows how a badly handled skill check can pull the game to a halt.

Constant “perception” checks is probably the one thing I am fairly fine with. However, I am not so sure about letting people know they failed checks. The biggest advantage of such roll system would be that players would be informed of a positive outcome only. I can understand that it might be useful in Coop setting, as it can allow players Who failed a roll, to drag a friend over. However, first of all that is silly. Character who didn’t notice something, wouldn’t know about it (I get that in PnP he would be asked to make a roll, but that’s a necessity not a feature)

Last edited by Wormerine; 27/03/20 11:02 AM.