Originally Posted by The_Red_Queen
Originally Posted by Silver/
Function 1
-- "lowered armour class for all entities by 3 (fewer misses on both sides)"
Function 2
-- "weighted dice in dialogue (proficiency and expertise bonus is doubled up to a maximum total of 8)"
Function 3
"Classes receive boosts to scripted passive checks" (clerics and paladins will be boosted on religion, druids on nature, rogues on Insight, etc. The goal is to reduce OOC knowledge mishaps)

Is that what karmic dice actually does? I've never been sure. Function 1 does seem a weird one if so, and not something that someone who wanted functions 2 and 3 would necessarily also want.

Originally Posted by gaymer
Karmic/loaded dice shouldn't even be in the game. It was just a kneejerk reaction to people complaining about missing.

No problem with including some sort of loaded dice element if that is something that would give some players a better experience, though I do think it should be turned off by default. Right now, I think it's on unless turned off.
No, karmic dice currently messes with everything all at once. I'm asking for a way to split them up, so each element can be chosen separately. I've outlined a suggestion on how to phrase each box and what it could do. At the moment, karmic dice are not explained in game.

As someone said, it's really optional features to create a "Story Mode". People used to roleplay games, but not D&D, can enjoy the game more this way. Unfortunately, the current karmic dice system leaves much to be desired. If it's going to be a feature, Larian should commit to it fully. That for me means asking themselves why players want it and refining it. (Faster paced game, stronger ability to choose story outcomes, avoiding felt OOC)