* "Roll with failed checks" gameplay - provided! Show me another RPG that does that, in the last 20 years.
Skill checks in conversations should be thresholds so there is no such thing as save scumming them. That way they can reward certain character builds in a meaningful way without someone just being able to save scum their way through every check no matter how bad their character is at those skills/actions.
Fuck off, it's retarded design , and also part of the reason New Vegas is steaming manure.
Accept failing and don't savescum, simple as.
Here's the thing, I have always reloaded conversations and gone through them multiple times to see what all the different dialog is for different options. I have always done that in RPGs, and most of them have few if any skill checks. That is because I am not going to replay most RPGs, especially long ones, multiple times. So I try and squeeze as much content out of a single playthrough as I can.
Often, this reveals that a lot of the choices are fairly illusionary. They are just 3 different ways of saying please continue to the next conversation node, even if they are cleverly written to seem like they are actually taking the conversation in 3 different directions. Sometimes a few questions for additional lore/information are sprinkled in. BG3 is still full of these.
BG3 also poorly delineates between what options are move the conversation forward, which are options that provide additional lines of dialog then go back to the same node, and which ones are actual meaningful choices. In general I can say that often the lower options are more often ones that provide more information and return to the node while higher ones tend to be ones that move the conversation forward. But which are which isn't always so clear, often because options to gain more information may be phrased as a statement rather than a question, while options to move the conversation forward are often questions rather than statements.
Add on top of that the tendency for many conversations to just move the conversation forward if you ask too many questions for additional information arbitrarily. And many conversations cannot be revisted by talking to the NPC again if you inadvertently exit the conversation of move it past where you were still seeking more information.
The way conversations are written in BG3 are a mess.
Now I can see that maybe they are designed that way deliberately. They probably wanted you to play it a particular way. Where you just pick an option and keep going forward, no matter what happens. I assume with the idea of improving replayability. But it is just bad design.
If you happen to have decided to have sex with a bear, even though that isn't what you wanted to do and the way the conversation option was written didn't really clearly indicate that is what you were gonna do, then the designers want you to accept your bear fucking and keep playing.
But the developers can fuck off whenever they try to design a game to force you to play a certain way. I am going to reload many of the conversations and see what the different dialog is for different options. Often that is helpful where you think a poorly written dialog choice meant one thing when the writers thought it should mean something else.
Now that is all before we even talk about the skill checks. And reloading conversations reveals a lot of problems with the skill checks, too.
The problem with the skill checks is that a lot of the time, maybe most of the time, they are largely meaningless.
Just like most of the time you are given a series of 3 choices that seem like they are different but are really different just different flavors of "please continue", for a lot of the skill checks it doesn't matter whether you pass or fail them. Sometime literally, as both pass and fail lead to the next conversation node with literally no impact. Other times they end the conversation in different ways, but the conversation itself was largely just flavor for the world with no impact.
There are still some marginally meaningful skill checks. Some provide ways to skip portions of quests, although they almost never give you any kind of exclusive outcomes for quests. There are almost always alternate ways to get the same outcome, often not needing any particularly greater amount of effort.
The most common skill checks that have meaning are the ones to skip a fight or not. But this is D&D, a combat centric system. So a lot of the time that means you still attack them anyway for the loot, exp, and enjoyment of combat. Just that you have more control over initiating it and positioning.
And that is how they largely achieved the impression that you can just play through failure. By making success or failure in skill checks for conversations not particular consequential the majority of the time. This is not good design, this is bad design.
I assume the intention is to try to "improve replayability", but I have no idea whether I am ever going to replay a game, and I always play through the first time as if I wasn't going to ever replay it. So I will reload most conversations to see what all the different dialog choices do, even if it turns out most of the time they do the same exact thing in order to create the illusion of choice.