Originally Posted by Zahur
Speaking about Disco Elysium, what they did right was having two types of rolls. Red check only allows one try but white check you were able to reroll when you level up or reach some milestone in story or finished a thought. This gives you much more control over rng.

I dont mind option to hide dialogue rolls and show them only in "combat" log. But the mechanic itself should stay. I am even advocating to show detailed roll including advantage or Guidance dice.


To make something as special as Disco Elysium, the dev would have to write the game in such a way that failure also make interesting events or alternative paths - which is incredibly hard with a game that has potentially different faction outcomes and major endings. Disco Elysium could do what they did because the story is actually railroaded - you get same major ending regardless (to the island). Not to mention even Disco Elysium isnt perfect - a specific roll just shit over all your character bonds with an NPC and ruins the relationship you build up with him.