Originally Posted by clarumnoctibus
The only way a dice roll makes sense in a game is; if you cannot take it back, also known as saving and loading a game.

If, actually when, it is the case that you can indeed save and load it stops making sense and just becomes a time sink. Now you could argue just stick with your dice rolls however, specially in the highest difficulty setting, it is often simply impossible to do that. For example there are many ambushes which if all your party members fail perception checks and if you walk into them you simply cannot win that fight. It can often be over before you get a turn. So it becomes; either at least one of your party members succeed the check, which is often the case, or you have to reload a previous save. What was the point of that dice roll then?

I am not sure how that could be tweaked, or if it could be tweaked in a way that it is played in a way the rolls make sense? Also there is the fact that as human beings you do not want to roll dice and keep losing. If you can take it back 90% of the time you will because, well, why exactly do you want to lose? OK maybe for a different experience.. But that quick load button is just looking at you.. Do you really wanna lose? Do you?
There are different options to this depending on how hard or lenient you want the game to be.
A harder experience would be an ironman mode: If your party wipes, the entire save directory of that character is being deleted. Have fun starting from scratch.
A more lenient experience would be to try and incorporate the idea of "failing forward", which might be difficult to achieve in specific cases. For combat scenarios the easiest way to make it work would be to make a party wipe not the end of the experience, by having the characters captured instead of killed, and the characters could then either try to break out of their predicament on their own, or get rescued by the remaining characters in camp. Offering basically the same amount of XP that you'd get for finishing the fight as for losing and breaking out then potentially enables you to get back with a higher level than before.
With traps it's a bit more difficult to achieve, depending on how you approach the idea of traps in the first place. Larian uses a pretty traditional approach to traps as a HP tax, which basically doesn't work with a failing forward approach, because the entire premise of the trap is to just have the players lose resources on them. For a failing forward system you'd need to essentially remove every type of environmental hazzard and area denial trap and instead make traps based on the need of their builder. If the builder wants to deny access to a certain area, they tend to deny access for unauthorised people, but allow access for those why can prove that they're authorised to enter - which generally also includes a failsave like a reset button the authorised person can push in order to try again. And the design of the trap should in this case also inform you about who it was that created it, which in turn should provide you with a hint of how to circumvent the trap, so that if you trigger it, you also gain a hint on how you can beat the trap on your next attempt.
Area denial traps that work like trip mines and are placed out in the wild have to be rather obvious in an approach like this. (Essentially none should have a higher difficulty than 10 for the perception check DC) They have to be easily circumventable (for example by jumping over them - and that means that they also need to be more lenient with their trigger) and they need to be not only possible to disable rather easily but also to be picked up and reused if they didn't trigger - and no I'm not suggesting that this is possible with modern trip mines, but I'm suggesting that this should be possible in a game. Traps that aren't built into the location need to be able to be relocated.

Originally Posted by Starshine
i love the rolls in this and the inspiration push system
if the problem is you can cheat then A. don't or B. cheat its sp who cares, remove the feature for everyone isn't necessary when A and B are right there
Some people lack the mental discipline to not ruin their fun by circumventing the system. I don't think that it would be a bad thing to have an option in the settings menu that overwrites all saves from within a certain number of minutes as soon as you fail a check, in order to force you to live with the consequences. Red Dead Redemption 2 does this with autosaves and it drives me nuts, but for some people it might be exactly what they need.