Originally Posted by Schepel
Originally Posted by Lightzy
I can prove it to you.

1) In your statistical analysis, check how many times players reloaded just after a failed roll.
I guarantee you will see that a significant portion of people's playtime is spent in the load-save screen, concentrated wherever you have a skill check roll.
Also publish this information if you got balls.

2) In forum discussions about certain encounters and quests, people often give advice on how to get the best roll chances in order to have to load-save the least amount of times.

3) YOU, LARIAN, had to put out an official message asking people to please not reload constantly and to "let failure happen".
And of course, that doesn't work. That's not how human nature works. Definitely not gamer human nature.

So my advice is, trash that whole system. It works for tabletop, but not here.
Use the (much better) skill-threshold system from D:OS, where if you cross a certain threshold of ability-score/class/race/proficiency/item in party inventory/prepared spells and cantrips and abilities/etc or a combination thereof, you automatically pass the check.

Disagree. Failure *is* interesting. It simply means your story goes in a different direction. However, compared to DOS, it needed to be said this is actually the case. Sure, a lot of people will be reloading in order to try for the result they want. That is their choice. I prefer to keep the option to fail alive.


If you want to save scum and not play the game as intended; that is a choice. Personally, I would go a step further, and NOT SHOW the DC for any skill check, so the player is unaware if the chances they face on a given challenge. This would reinforce the idea that failure is an option, and that you can't always get what you want in D&D. You think save scumming sucks now? Wait till you have to alt-tab to google the DC any given check because the game doesn't give you this info on a silver platter! HAHA!