Originally Posted by Haps
Originally Posted by mithril
Table top players realize a single die roll can change a good/bad situation instantly. When a DM has multiple rolls it being used to create tension like the Nettie situation. If the tension isn't there, multiple rolls are being used because a DM wanted a different outcome but the player either rolled too good or too poorly. Never let something really important be decided by the dice alone. Meaning, a DM shouldn't let something occur in which only the dice can get a player out of. The player needs to make several mistakes on their own and perhaps that one last die roll determines their fate.


Here's how I would design the encounter for a tabletop game:

Introduction
Medicine check succes: Hm, this druid can't even heal a bird fully. This is probably a waste of time.
Option to leave.

Walking towards backroom
Insight check succes: Her mood has darkened considerably and she doesn't meet our eyes. Something's afoot.
Option to leave.

When entering backroom
Nature check succes: That vial she picked up was wyvern venom.

Nettie speaks again
1+ succes on previous checks: Call Nettie out. Persuasion check to pinky swear to poison self, or murder hobo option
0 previous succeses: Get poisoned. Deception/Intimidate/Persuasion/murder hobo to get antidote.

This I feel will give several character builds a non-lethal way out while building tension, and it won't serve four match points against you.



Careful, you might confuse Larian with character agency based on our skills and the ability to use them