Tacgnol
Shitlord
- Joined
- Oct 12, 2010
- Messages
- 1,871,883
The problem that makes save scumming attractive is that is 5E. Even if you were level 17+ (+6) and had a maxed relevant attribute (+5), random chance has almost as much impact (10.5 +/- a value <=9.5) on your chance of success as your modifier (+11). At lower levels this is even worse as your modifer is likely closer to +6, which makes the issue even more pronounced. Of course people are going to save scum when random chance is unavoidably the primary determining factor of success.
Yep, this is something you see complaints about quite a lot with 5e.
It sounds as though Larian has made failure states too punishing/boring on rolls as well. A failure shouldn't necessarily lead to complete failure of the objective in all circumstances, maybe, for example, it leads to another harder check to swing things back in your favour.
Failure states could also occasionally lead to more interesting outcomes as well.
I would say the opposite, where-in failures on rolls often just change things.
For example -- if you fail to defuse the fight between Aradin and the Tiefling leader, Aradin might storm off (I think you find him near the ambush site). If you do defuse it, you can talk to him for more information and learn about the thing that drew Halsin's attention (nightsong was it?).
Similarly, if you fail your roll with the druid being converted to the shadow druids, you can fight it out with some druids supporting you and some not. If you succeed, all the druids will help out in the fight against the three shadow druids.
If you fail to realize the healer wants to poison you, you can convince her to give you the antidote. If you succeed, she gives you the poison but you just get it as an item (and it's quite a nice poison too).
I'd say they've REALLY gone deep into giving you multiple different outcomes -- some good, some bad -- but rarely win/fail.
You can also bypass rolls via gameplay. The first mindflayer after the ship crashes... you can just kill it without even going into dialog and that's a legitimate resolution (on par with killing him via dialog). The tadpole crawling away if you fail to crush it aspect, which happens a few times, etc.
If that's the case, then people should let things play out rather than immediately reloading.
I guess the instinctual reaction for a lot of players is to reload whenever they fail a roll.