Originally Posted by LoneSky

Dice rolls are exciting, mostly when used in fights, but only if the numbers and consequences are balanced, if they make sense. This will be very hard to get it right; where to add dice rolls and where not. Adjusting the unexpected in a way that feels acceptable to each of us.

I can agree to that. Sometimes the game goes from a slightly hostile conversation to "Kill, Kill, Kill!!!" just because of a failed ability check.

Imo it's okay that a highly charismatic and convincing character fails to convince an NPC (even with a high chance), if it happens only from time to time and if it doesn't immediately escalate a situation to the most extreme. Being highly skilled in a certain area is - after all - not a guarantee that one will always succeed. I have been tracking my rolls (attack chances and ability checks) for over 1000 rolls now (https://docs.google.com/spreadsheets/d/15ahq3jkENBJ_gLPDDeHFZDK2Kg9oZhCCaNZ6p8ijWPM/edit?usp=sharing). Even though some percentages are behind the expected value the over all picture shows that the game applies the RNG correctly.

I find the comparison to Black Dessert Online is at bit out of place though. The chances in BG3 are predictable and (assuming the game will be true to D&D) can be optimized the further a character comes along. It is possible to craft characters optimized for conversations, close combat, combat casting, insane mobility, utility rituals and more. But not all at the same time. It is a disservice to the D&D rule-set and the game so far to dismiss rolls and modifiers as nothing more than mainly RNG with some minor tweaks in chances. It might feel that way at the beginning (even though when tracking the rolls shows it isn't so) but the more a typical D&D character grows, the more those modifiers overtake the RNG. Heck, there are even feats in D&D that will guarantee that certain skill checks are always at least a 10, regardless of actual rolls.