Originally Posted by Rack
You can make it work by adding interesting consequences for failure. If you don't then save scumming is heavily encouraged by the design. Disco Elysium makes dice rolls work, Baldurs Gate 3 fails more often than it succeeds.
This. One great example of this in BG3 is with Priestess Gut, if you fail to persuade her you get a different but still interesting result that isn't just failure.

Originally Posted by Gray Ghost
I do think that OP makes a valid point with regard to combat and ambush rolls. It's one thing to say go with the rolls when it's story and dialogue stuff and passive checks (though I think people overstate how interesting failures are in this game) but with ambushes and the combats they lead to, the only options are you win or you reload until you win.
One issue is how powerful ambushes are in 5e, with the enemy getting an entire (Larian-homebrew buffed) turn before you even get a chance to go, and poor initiative rolls could mean the enemy gets 2 turns before you. This is especially egregious in areas with instant-death pits. If the enemy shoves 2 of my characters into lava before I even get a chance to go, you bet your ass I'm going to immediately reload. Why bother fighting through 2-3 additional turns where I'm almost certain to TPK and have to reload anyway?