Oh I saw this topic n the is Larian listening post, but here we do have it's own thread.

Copy and pasted from that thread:

I don't understand infinite re-roll?!
In essence you are saying you want to succeed any check you make in conversations? Or Just in gerneral? Why? Why is "failure" such a bad thing? There are usually other methods of getting round said failure (unless a fight ensues) and trying again later (like with character conversations).

But ok, let's say that's your point of view and all views are equal, then I don't think infinite re-roll is the way forward UNLESS you want to be able to select when you fail and when you don't, in which case in an easy option or optional selection box, yeah, you could add infinite re-roll points, I forget their name, the ones you can earn. Otherwise infinite re-roll is a waste of animation time, you could just remove the die and have auto-succeed.

I personally would rather more nuances to "failure", I want to charm Shadowheart but she rebuffs me now, but later on I do something heroic or evil that opens her eyes and she initiates a conversation recognising that she was wrong before. Black & White Suceed / Failure sucks. Sometimes it has to happen, I mean if you fail a last ditch intimidation roll and a fight ensues and someone dies, then that's that.


The issue with perceptions of failure is that it means instantly you get what you want vs you don't and that's it, however as I kinda stated above, it is situational though, what is it you want from a skill check? What do you think you are missing out on?

Example:
NPC - Hey I could give you a sword +2 but...
PC - Charisma roll required 12, rolls a 4
NPC - Ha arrogant fool, no sword for you
PC - Cries and player reloads.

Why reload? Does the mysterious NPC of sword +2's evaporate? Pick pocket him then, Murder him... BUT I'M GOOOOOOD?! Then Play that Role and live with it. This is an RPG in Digital form and it is supposed to be more like the P&P experience.
I already said you could add those special points add infinitum in an easy mode (give me story only) kinda way that some games look to offer, it wouldn't offend me if this was the case, but I certainly in No way condone the argument for removing the system? That is a strange request from the OP. Add options through positive dialogue, not remove options because something doesn't suit a person's particular playstyle.

EDIT: To add to previous example where Failure could be fun....
What IF after not getting said item, one of your companions at Camp "retrieves" it for you. Astarion for example, trying to charm you, comes back one night with said sword. You then have an alternative choice to make, accept it without asking the murky questions or deal with the fallout of what happened. Maybe you banish Astarion for his transgressions!! Or or or... Suddenly a failure becomes a whole other dynamic. The more of that there is in game, the more I'm happy not to save scum because the game doesn't deal with failure always as a simple closed book.

Last edited by Riandor; 29/10/20 11:33 AM.