Originally Posted by Evandir
Some of the best games I've played, have done a great job of portraying why something is the way it is, by showing you without spelling it out. It adds to the thematics and immersion when a game draws you in, and explains itself through its mechanics instead of words.

I would also like the option to have rolls clearly displayed, but I wouldn't discount the subtle power of tone's effect on your enjoyment of a game.

That's well put. Subtle cues definitely have their place and can enhance communication.

Part of my reservation is that I'm just not feeling a lot of confidence that Larian can do subtle well.

The other part is that this kind of detail feels premature in terms of the design cycle. To be fair, my experience with game design falls mostly in the board game world; there may be other considerations with video games.