As I was explaining on another forum, the problem is not the dice rolls per se. It's locking the player choice behind a dice roll.

Every GM worth its salt knows not to lock content behind a dice roll because, in that case, it's the dice playing and not the player.
There are rolls that don't influence the story so heavily and they can just be a "pass/fail" because maybe they give just some more information, or advantage on a situation but there must be always a way for the players to reach the end of a (side/main) story without rolling a single stat check.

The stat check should be there to simplify the resolution to something, not to lock stuff out of reach. That's just horrible design.

Last edited by theCrius; 10/10/20 01:34 PM.