Originally Posted by Riandor
I also would prefer to be able to interfere on failed rolls where appropriate, like when trying to save Arebella. You are suddenly faced with this really tough Die Roll to save her (18 iirc?!) and failure is flat out she gets killed. All along I was given the option to attack, let me keep it right up to the last second. Sometimes it doesn't work, I appreciate that, for story telling reasons or whatever, but in this particular example, if I failed to talk Kagha down and I see this going south, give me a last chance to interfere at my own risk. I might even go so far as to suggest a timer on the decision, but I like that stress aspect, others don't.
+1
For example, if you fail to persuade Kagha, your character could notice/intuit that the snake is going to attack and:
- Put yourself physically between the snake and Arabella, probably getting bitten. A subsequent persuasion check, showing off your dedication to protect a child, reaches Kagha's heart and she becomes a bit more willing to help you. Failing the persuasion check enrages her; she lets you leave with the child but bars you from the Grove.
- Pre-emptively attacking the snake, with a subsequent (difficult) persuasion/intimidation check for Kagha not to attack you. Success allows you to leave (maybe barred from the Grove), failure leads to combat.
- Stand by and let it happen, preserving your good graces with Kagha. You get a slight bonus to future dialogue rolls with her.

This scenario is a mix of dice rolls and player agency, where the dice determines the options you're given but the player can then choose how they want to act.