I can't understand why you absolutely have to know if it's a sucess or not...
The story would be way more fluent, immersive and surprising if you just don't know and live the story as it comes.
A success or a failure is a useless informations because whatever you know it or not, it changes nothing and you'll notice as soon as the situation goes forward if it's good or not.
I somewhat agree. First of all I am a flat-skill check kind of guy but if I were to wish a roll based skill check I think I would prefer if it worked the following way:
1) When having a choice of what to do, we not only see available options but exact chances of success of each one as well.
2) Then the activity plays out and we discover success/failure though action.
3) at the end I would like to see a popup with the number we rolled (though that one is optional)
I think the reason why we have the dice thing is because BG3
doesn't show your odds until after we commit to a check. Then we are shown the difficulty check and get a dice to roll. I might be wrong, but I think that how it works in DnD5, if I remember it correct from watching Critical Role. If that is so, then I think the dice bit, when you get to see your odds and make a roll is rather important. Whenever it is good to have player commit without knowing it's difficulty is another matter entirely.
As to your question from the other thread on the same subject. Absolutely the game should make our chances to hit clear without having to dive into the log and create a suspension of seeing if we succeed. One of my favourite additions in recent TB patch to Kingmaker, is addition of tooltip showing what a character rolled vs. what he needed to roll to succeed. It is immensly helpful to gauge situation without having to search through the log and do the manual calculation.
In combat BG3 they display percentage based chance to hit, which is excellent. The attack animation properly replaces the feelind of rolling a dice. You see your character swing - which is like you rolling the dice, and then you see with anticipation if it connects (waiting for dice to stop rolling). I think ideally they would translate the feeling in the same way with skill checks, but they opted for simpler and more universal feel of rolling an actual dice. I can take it or leave it. I think it's a-ok.