Originally Posted by Lightzy
Originally Posted by Abits
There is (almost) nothing fun about failure right now.
As I said before, the main problem with this mechanic is that there's just way too much of it in the game, and it has way too much power.


There will also never be anything fun about failure here.

Failure means "you didn't get what you wanted".
What are you gonna do?
"You didn't get what you wanted, u failure, but here's a piece of candy instead" ? It just doesn't work here. Which is why savescumming became a core mechanic.

It works excellent in actual tabletop D&D because there's no save/load anyway, because the players don't even know what they want exactly, since they're not given a list of possible dialogue choices with a reasonable understanding of what the desired outcome of each is, and its usually a stressful or humorous thing that happens and the whole group is there and it just works.
But in a pre-scripted computer rpg it doesn't.



Another solution btw is to just disallow saving at all except in some few checkpoints in the game, but that's very impractical given players may play for a while without reaching a checkpoint, and people hate not having a save function.

There is actually one very good example of "failing is fun in the game". If you are captured by gut and fail all your escape attempt rolls, you get a suprise visit from Raphael's minion. That's a cool way to use this mechanic. But it's a single case out of dozens (possibly hundreds) of rolls.


Larian's Biggest Oversight, what to do about it, and My personal review of BG3 EA
"74.85% of you stood with the Tieflings, and 25.15% of you sided with Minthara. Good outweighs evil, it seems."