Originally Posted by Seraphael
Disagree vehemently with your portrayal of this aspect. You even contradict yourself, pointing at sine waves (clusters) of bad RNG as the issue - while dogmatically brushing off the optional loaded-dice (who breaks clusters) as a solution..
Because it IS a poor solution.
The ideal design around a system that is perceived as "way to reliant on RNG and too unpredictable on its outcomes" is to tweak rules or the scenarios offered to give better predictability. Not to cheat behind the curtain lying to the player about the dice rolls.
A classic example is a situation where a failure doesn't force a re-roll or reload of a previous save game, but creates an alternate and equally interesting outcome.


Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN