The karmic dice are enabled by default. But that doesn’t fix the problem of “try to talk your way out of an unexpected situation… failed. Time to fight 12 enemies without preparation” issue.
Well, yes. But I’m playing Baldur’s Gate and it’s got a built in quick save feature.
I’m just here playing the way I like to play, and whenever someone mentions they do that, people start replying about how they shouldn’t. Then we complain about the unfair fights… and the answer is “oh yeah it is what it is”.
Yeah you’re right, my bad. It sounded like you were ranting about the game and being annoyed by constant reloading. I didnt mean to say you are playing it wrong, maybe I didnt use the right words. English is not my first language. If you are having fun playing your way, thats awesome.
There’s accepting randomness on one hand, but on the other hand dnd is also about player creativity and DM interpretation. In tabletop DND I can say whatever I want, not limited to a couple of unclear choices and Attack
Several times I’ve been presented with a dialogue that I have no options that I’d actually choose. One such example was the equivalent of “absolutely, I’ll go fight them for you” vs “no, I won’t fight them for you. FIGHT ME” and nothing else. In tabletop you can ask "can I do something else for you?"or say Sorry, I’m not strong enough, or you can TELL YOUR PARTY YOU WERE LYING. If I get pigeonholed by the dialogue tree, I’ll absolutely load a savefile and choose something else, even if that means rerolling a failed persuasion.
In the end I feel like it’s made up for by the amount of times I get unfairly screwed by clicking an invisible wall that the cameras looking through a d my character dies because they walk through a trap blasting em off a cliff or something.
You are absolutely right, the dialogue options are often terrible or have unpredictable outcomes. I was especially disappointed in the
!rushed character development after the grove arc. They went from ‘we’re total strangers, dont talk to me’ to ‘I want to f*ck you so bad’ in a single night, and for every side character at once.!<
If you are talking about rerolling skill checks in dialogue, I urge you to embrace the failure, it will make for an interesting story anyway.
I would if things were implemented differently.
Not fond of being thrown into combat without being prepared because of a persuasion unlucky roll.
Either combat should be much easier, or I’d have multiple escape routes.
By default, karmic dice are activated which should make bad dice rolls happen less often (at leasts streaks of them).
The karmic dice are enabled by default. But that doesn’t fix the problem of “try to talk your way out of an unexpected situation… failed. Time to fight 12 enemies without preparation” issue.
But that’s just D&D isn’t it?
Well, yes. But I’m playing Baldur’s Gate and it’s got a built in quick save feature.
I’m just here playing the way I like to play, and whenever someone mentions they do that, people start replying about how they shouldn’t. Then we complain about the unfair fights… and the answer is “oh yeah it is what it is”.
It’s both. It is what it is and that’s why there’s a quicksave option.
Cool beans.
So I’ll use the quick save option, thanks.
Hell yeah, I learned to use it constantly early on!
As far as I know karmic dice only affects attack rolls. At least that is what I’ve read.
Sounds like this may just not be your game then? D&D is all about randomness and making the best of what you get thrown at you.
It’s super presumptuous of you to assume I must play the way you play.
The game is got a quick save button. I’m playing using it and having a lot of fun. How exactly is this game “not for me”?
Yeah you’re right, my bad. It sounded like you were ranting about the game and being annoyed by constant reloading. I didnt mean to say you are playing it wrong, maybe I didnt use the right words. English is not my first language. If you are having fun playing your way, thats awesome.
There’s accepting randomness on one hand, but on the other hand dnd is also about player creativity and DM interpretation. In tabletop DND I can say whatever I want, not limited to a couple of unclear choices and Attack
Several times I’ve been presented with a dialogue that I have no options that I’d actually choose. One such example was the equivalent of “absolutely, I’ll go fight them for you” vs “no, I won’t fight them for you. FIGHT ME” and nothing else. In tabletop you can ask "can I do something else for you?"or say Sorry, I’m not strong enough, or you can TELL YOUR PARTY YOU WERE LYING. If I get pigeonholed by the dialogue tree, I’ll absolutely load a savefile and choose something else, even if that means rerolling a failed persuasion.
In the end I feel like it’s made up for by the amount of times I get unfairly screwed by clicking an invisible wall that the cameras looking through a d my character dies because they walk through a trap blasting em off a cliff or something.
You are absolutely right, the dialogue options are often terrible or have unpredictable outcomes. I was especially disappointed in the