PapaPetro
Guest
It's a lot of work for designers though since they have to create a bunch of possible outcome branches that don't just lazily/mindlessly lead to fail-states (as is tradition).Disco Elysium already did this and it worked.
Worth the
You can make really bad luck fun as Chris pointed out in one of his many videos.
I recall that bad rolls in Disco were more often as worthwhile as the good ones (You even get kinda punished for "succeeding" the mirror roll at the start of the game that turns off your smile/"charm" and makes you appear sullen the rest of it).
You could even create an inverse normal distribution where having both really good and/or bad luck is desirable, with average luck being just meh (thus eliminating the "bad luck" feeling as a negative gaming experience).
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