Most of my save scumming comes from being annoyed at the random factor. Like I have a +8 on Skill and it rolled me a 3, failing? Nah that’s stupid. Reload.
Less random, less save scumming. You can have good systems with low random factors.
Inspiration helped in bg3, but it’s a pretty limited resource and can still fail.
I did save scum once in a fight where I rolled four natural 1s in a row. The odds of that are too low for me to believe that was legitimately random.
In torment: tides of numenera, and I’m guessing tides I never played the tt, when leveling you could increase resource pool maxes used to boost roll totals or increase your min roll from a pool. It was pretty cool and gives a choice between a pass on low challenge rolls vs more boosts before a rest.
That’s why I did it too, but let’s be fair, dice are supposed to be random.
Yeah, I realized in my older age that I don’t actually like a lot of random. I liked new Vegas where you either had the skill or you didn’t. In tabletop games I like dice pools to make the results less evenly distributed among all possible outcomes, and then options like fate points and “succeed at a cost” on top of that.
Some people I guess really like the random dice effects, but usually it just makes me grumpy. To each their own.
I enjoy Warframe because even the 2% rolls happen because I’m able to retry as much as I please. 2% doesn’t translate to a single attempt very well, so padding the odds would be warranted.
Scripted drops and stories like new Vegas where everything does something and you don’t often walk away feeling unpaid? Absolutely top shelf games. Or if it’s one more linear like Tales of ___ games where I grind for exp and resources but the thing is where it is you just have to go get it. Some skill or building up elsewhere and you become king.
Most of my save scumming comes from being annoyed at the random factor. Like I have a +8 on Skill and it rolled me a 3, failing? Nah that’s stupid. Reload.
Less random, less save scumming. You can have good systems with low random factors.
Inspiration helped in bg3, but it’s a pretty limited resource and can still fail.
I did save scum once in a fight where I rolled four natural 1s in a row. The odds of that are too low for me to believe that was legitimately random.
In torment: tides of numenera, and I’m guessing tides I never played the tt, when leveling you could increase resource pool maxes used to boost roll totals or increase your min roll from a pool. It was pretty cool and gives a choice between a pass on low challenge rolls vs more boosts before a rest.
That’s why I did it too, but let’s be fair, dice are supposed to be random.
With D:OS not being tied to strict D&D rules can def help that.
Yeah, I realized in my older age that I don’t actually like a lot of random. I liked new Vegas where you either had the skill or you didn’t. In tabletop games I like dice pools to make the results less evenly distributed among all possible outcomes, and then options like fate points and “succeed at a cost” on top of that.
Some people I guess really like the random dice effects, but usually it just makes me grumpy. To each their own.
I enjoy Warframe because even the 2% rolls happen because I’m able to retry as much as I please. 2% doesn’t translate to a single attempt very well, so padding the odds would be warranted.
Scripted drops and stories like new Vegas where everything does something and you don’t often walk away feeling unpaid? Absolutely top shelf games. Or if it’s one more linear like Tales of ___ games where I grind for exp and resources but the thing is where it is you just have to go get it. Some skill or building up elsewhere and you become king.