I think it's important to distinguish between failing a roll requiring a change of tactic, versus it causing a total failure of a mission.

Like, if I fail a persuade check, and go into combat, that's not a big deal. But when I fail to save the child in the Druid encampment - or the dude in the burning building - I savescum over and over again.

While it's real to life, it's just bad game design to allow a roll on something which invariably causes a critical mission failure with no ability for the player to consider alternate paths. Games are supposed to be enjoyable and give you a sense of agency - not make life feel futile and you feel like a piece of crap for being completely irrelevant.

Last edited by Telephasic; 28/10/20 12:58 PM.