Originally Posted by Zenith
"They're doing an amazing job with RNG in dialogues". Speak for yourself, I'm not particularly interested in reload spam for important dialogue choices like saving Arabella, convincing Kagha to turn on the shadow druids, or diverting Dror Razglin's interrogation of a mindflayer. No thanks. Whether I see the druid grove frescos with the history of Ketheric's defeat or not just based on a dice roll or not. Whether I get to reveal traps via perception or not or blow myself up.

This has everything to do with dice rolls. Some of us appreciate what Larian has done in their previous 2 games, and given the success it deservedly got them, I'd rather they stick with known quantities than some tabletop gimmick that has forced them to waste time on even a feature called "weighted dice" because obviously the RNG is unpopular.
Larian had to implement weighted dice because their base rng system is bad and leads to streaks. If you get one bad roll, you're much more likely to get subsequent bad rolls.
Larian's "weighted dice" actually just corrects for this problem and is more consistent with a truly uniform distribution.

It has nothing to do with dice rolls. Dice rolls are almost exactly the same as percentage rng, just with less precision. There could be an argument that everything is left too much to chance, but the solution for that is to decrease the AC of enemies and the difficulty of dialogue checks, not necessarily throw out the d20.
Similarly, one could argue that failing isn't fun (one of Larian's stated goals), but that indicates a problem with Larian not providing fun failure options.