Originally Posted by vometia
Originally Posted by JDCrenton
Most of us will just have to wait for the mod that removes all the D:OS stuff on full version.

Don't derail the topic, please.

Originally Posted by Thrythlind
Originally Posted by Evankhell
It takes me many many reloads while having 60+% and I am just at the beginning. Actually I am so unlucky, I have never won at first time with that chance. takes usally 4-10 tries to finally hit the 60%. Without the ability to reload I just would not even give a shit about the whole gameystem of rolling the dice in persuasions.


A number of the dialogue skill rolls are terribly implemented....putting dice rolls in places that shouldn't be a die roll.

Also, I am never not going to reload the Kahga conversation until Arabelle lives. Because that die roll is ridiculous.

Maybe it's because I don't come from a D&D background, where I understand it's a game of chance mitigated by knowledge, tactics and skill, but IMHO dice-rolls really don't belong in dialogue: that should really just be a straightforward charisma/knowledge/other relevant stats/choices check. I didn't invest points in that skill just to have a mostly ineffective change to my chance to lose a dice roll! Whether or not my magical ability to routinely roll 5-or-less is really a thing, it's involving a lot of F8 to play it as I would like. But that's just me, "not from a D&D background" feels like my opinion shouldn't carry that much weight and as with others, "may require a mod to sort it out". In fact as I've already been experimenting maybe I should start looking.


In general, skill rolls in D&D mostly go towards:

Lore checks (Nature, History, Religion, Arcana) and is mostly to determine what your character would know about a thing. (As a long time D&D player, this partly how I determine how much of my knowledge of the game to consider in-character knowledge)

Checks regarding physical challenges like climbing/jumping/etc.

Social interaction, where you generally go to the dice when an argument is such that a particular NPC might go either way. If a player presents a reasonable in-character argument then you might not need the dice, but there's a chance the NPC might not react as the PCs want then you bring the dice in. You might also use the dice if a player isn't sure what to say so the dice act as a crutch for when someone is feeling unconfident about RPing or just tired or whatever reason.


Point is, in general, RP/player choice is priority over dice in social interaction. There are going to be places where a failed die roll results in a terrible thing, but usually you only get to such a point because of successive player decisions.


Which is why I prefer CRPG dialogue trees based die-rolls to function for giving you hints or opening up extra rewards, but not being the primary success/fail of the core plot-element of the dialogue. Which is why I HATE the Kahga dialogue. It should be a puzzle of navigating responses rather than "roll this die and hope the computer is feeling friendly." You've made no decisions to bring you to this point. Your choices or thoughts don't matter. You just have a die roll shoved into your face.