Success = They accept your help, load you up with a locked chest full of their valuable goods, and offer a reward when the goods are delivered intact.
OR They politely deny your help saying they have help on the way already.
Failure = They politely deny your help saying they have help on the way already
OR They accept your help, load you up with a locked chest full of junk, an offer a reward when the goods are delivered intact. However, on the way to deliver the goods, you get ambushed by a group of bandits that steal all of your gear and leave you on the side of the road unconscious if they win combat. (rather than just outright killing you)
Question:
Where did those bandits came from? Is their existence conditioned by failing dialogue roll in completely different situation?
So ... it means Larian would need to prepare and script combat scenario that nobody who dont fail there will never see? O_o
Another question:
How exactly should game decide wich of those two outcomes for each scenario (fail/succes) should be used?
Another one:
Im sory but i have to ask ... what would be the point of rolling anyway?
I mean, i see that there is difference in your example ... but when its not clear if i even suceeded or failed, there is no way to find out, and all outcomes seems to be same at first sight ...
Why should i even care about what, why, or how i roll? :-/
And finaly most important question:
Since the argument was savescuming ... does it somehow prevent it?
(Just for the record i still think it cant and shouldnt be prevented, but i try to stick to the topic.)
I mean what is holding me back to open that chest, find out its full of junk and reload anyway?
There would be almost no way of knowing if you failed or succeeded if any of those 3 were the outcome. I mean if you rolled LOW you could assume failure and HIGH could assume success, but if failure or success might mean them politely denying your offer, how could you know what that means?
Another question:
Wouldnt that also remove good feeling of succes?
I mean ... if i see that i will need to roll 18+ ... and i do ... there is kinda "yes!" feeling ...
Is it here aswell? Since i dont really i know if i suceeded? O_o
I cant help bug feel like it wouldnt be.

... I reloaded on several occasions when I "succeeded", because I wanted to fail (to get a fight). There are only very very few checks in the EA in which I wanted to succeed 100% of time......
.....but the following fight against the alerted bandits is not more difficult than if you succeeded in the dialog, I find it even easier to a certain extent. The more the player has such experiences, the more he/she may be inclined to accept dice rolls.
So I'm genuinely curious, why would you attempt something that you wanted to fail?
I dont really want to repond for geala here ...
But something simmilar happened to me aswell ... in my case it was player vs. character conflict of interest.
As i played my Githyanki, i wanted their armor ... so i had to kill them ... but my Gith would never, so i decided to be completely honest with them, just as naive Lae'zel ...
But if my Gith wouldnt be as naive as Lae'zel ... i would probably aswell pick persuation and pray to fail.

I personally feel like having outcome control taken away is one of the best things art like RPGs can do for us.
Try Vampyr ...
Either you get exactly what you wanted, or you find out you were wrong.

I belong to that second group.
