Hehe sadly this problem doesn't go away by just by showing a dice animation rather than a hit percentage. I mean look at the experience of Trent's team trying to handle Axis and Allies. People always gripe about RNG and how the dice are unfair and how such and such just doesn't align with the probabilities suggested by the calculator.
What they should probably do is acknowledge that there is likely a pretty decent subset of players for whom the experience of rolling dice like they do in PnP is the whole point, and another subset who care less and for whom 'dice rolling' is never going to translate very well in a CRPG... then come up with different difficulty scales or game modes that accommodate each sort of player. A story mode that hedges stuff, where you get a murder ball chunkfest. A core mode that makes everything even more punishing and by the book, and hides or obscures stuff like internal calculators or information that should rightly be available to the GM but not necessarily to the player. There's not really a ready solution, or a Low Luck D&D that we can lean on for this one, that wouldn't dramatically change the sort of game it is. I'm kind of surprised there weren't different difficulty scales at launch, like pretty much every other CRPG has.
Last edited by Black_Elk; 17/12/20 05:36 AM.