Just from an emotional standpoint, I think I'd prefer to see the base DC and then have my bonuses added to my roll. Either seperately after the roll or maybe by changing the numbers on the die? Just because, I think it would be clearer that my character succeeded in doing something difficult because they are an expert (or have help, magical or otherwise), rather than my character doing something that looks easy without any instant indication that other people would have found it much harder to do.
That would give me validation that the choices I made in picking skills had a concrete effect and clearly show me when that lets me do soemthing I would have failed at otherwise.
This, so much this.
The approach with the lowered target number looks terrible.
Bigger numbers look better.
Why do we have to explain this to Larian? Especially for DnD already exist several approaches that do this, giving ample comparision. (cough THAC0 cough)
- Show a target number or show a question mark if you want to keep it unknown if the player succeeded.
- Show a die or two dice that you roll. Color code them to make it obvious what is rolled. Like a second golden die for advantage and a second grey die for disadvantage.
- Allways list the total bonus. More isn't needed in most cases. When hovering with you cursor over this value, show the detailed bonuses. (Strength 3 + Proficency 2 + Magic item +1)
- Some people are a bit slow to calculate such a comparision. There are several ways to resolve that.
-- Fuse, after the roll, the bonus and the dieroll to a single result.
-- Or show the target number die and the results die proportionate to their results (a big die is a big roll includen the bonus. A small die is a bad roll)
-- Or show a big glittering 'SUCCESS' or 'FAILURE'
-- Or .....
Displays of dierolls take up too much of the scene.
The die roll covering the whole screen distracts from what I'm doing. Most such die rolls were done when talking/interacting with people. Interrupting an agonising decision with a fullscreen picture of a dieroll feels jarring to me. It disrupts immersion for me. Just cover the lower quarter of the screen or a corner with the roll.
And very importantly: The diece rolling animation is just there to look good. The computer already calculated the result.
Larian could show us the die in the lower right quarter of the screen and meanwile show off the successfull/unsuccessfull resolution for the character. The interruptions when talking are simply unneccessary.
Having the current settup takes some of the tension out of the interaction, by showing us beforehand how well we did. Larian could show the actual die roll AFTER the character interaction is shown on screen. This would let it look much more fluid.