Originally Posted by Dagless
Anyway, I agree that Larian don’t need to add anything to make save scumming even easier, especially if that gives the impression that’s it’s a “proper” way to play the game. I still think the key is to encourage players accept whatever the role is, by making it fun to fail at least sometimes. In most games passing checks equals best outcome, but apparently that’s not always the case here. Also you might not know the real consequences until later.


Right.


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However Aurok did mention one interesting idea- to allow players to replace the on screen dice roll with rolling a physical dice. Sure it’s completely unnecessary and ripe for being abused, but I quite like it anyway.


If you mean, a human picks up a die and rolls it next to their keyboard, there's no way to get that input into the game other than by allowing the human to manually enter their number in. Larian is not likely to allow for that because even though they do want to let players the way they want as much as possible, they are not adverse to adjusting things in their games which they feel are unbalanced (such as being able to stack Lone Wolf and Glass Cannon in DOS 1's alpha). Switching the implementation of status effects between DOS 1 and DOS 2 is another example.

Original Sin 1 had an RNG-based system where chances of a status landing were a roll of the dice, which, for some players, encouraged save-scumming. DOS 2's armor-based status prevention lost the highs of landing a lucky status and the lows of getting screwed by an enemy status landing, and exchanged that for reliability and consistency. The change was not without controversy among players of DOS 1, but it's likely that one side-effect of the consistency was probably a reduction in save-scumming.