Originally Posted by Telephasic
I think it's important to distinguish between failing a role 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.


But there are some rolls you fail which are really dramatic. For instance, in my previous example, if you fail the roll with shadowheart, you end up killing her. Really bad on a story arc stand point. It's not like with Lae'zel where you just decide if you side with her or against her.

Last edited by Nyanko; 28/10/20 12:16 PM.