Out of combat skill rolls are too random - 21/10/20 11:05 AM
Out of combat skills checks work great on a human-driven D&D session because they are open players/DM interpretation, but I have to say they are very poor in a software-driven game.
Playing on a table with real humans, we are only limited in action by our imagination, we can ask more, investigate more, try new things, retry... the GM can tune up or down how hard the skill checks are based on our actions.
Letting my dialog result be decided by a dice rather than my decisions make me feel much less in control of the story, and made me to countless load recent *quick saves* - it got pretty annoying very fast... even more when there are 2 or 3 checks in sequence in the same dialog.
While this is cheating, I can't wait for a mod or a mode that let me have 20 in all skill checks out of combat to let me, finally, enjoy the story with a decent flow.
Playing on a table with real humans, we are only limited in action by our imagination, we can ask more, investigate more, try new things, retry... the GM can tune up or down how hard the skill checks are based on our actions.
Letting my dialog result be decided by a dice rather than my decisions make me feel much less in control of the story, and made me to countless load recent *quick saves* - it got pretty annoying very fast... even more when there are 2 or 3 checks in sequence in the same dialog.
While this is cheating, I can't wait for a mod or a mode that let me have 20 in all skill checks out of combat to let me, finally, enjoy the story with a decent flow.