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 No.584

I've finally realized after many years of contemplation the perfect way to do skill checks and other things of that nature in video games:

Present the player with a dice roll and then allow them to decide whether it works or not. Take the example of a pickpocket attempt that has a 50% chance of success. Typically what would happen is the player preforms the action and is then told whether it succeed or failed. If they don't like the results they reload. The New Way would involve the player preforming the action and then being presented with the resulting dice roll and themselves have to decide whether to play along or not.

Trying to circumvent the players agency by meta punishing them with autosaving and things of that nature always struck me as futile and misguided(Also why I think karma system are bad but that's another story). I agree cheating is bad, but this way you can see the truth of why it is laid out in front of you. Its honest, and likely more engaging.
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 No.585

I'm afraid I don't understand your idea at all, OP. Can you articulate it clearer? Dice rolls for success or failure are one of the worst mechanics of all time ripped straight from tabletop role-playing stuff with poor pretensions about actually being games. The best solution is to take this shit mechanic and toss in the trash where it has always belonged. Random numbers for damage or whatever are fine, but critical success or failure mechanics should not be decided by dice rolls, period. The whole point of a game is to test one's skill for entertainment and these stupid mechanics have always flied in the face of that.

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