I used to always try for the best outcome but with this have it seems like half of the time a failure also leads to an amazing consequence and story.

Like this from act one in the Underdark:

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I had to find a hidden gnome that could supply me with gunpowder, but she was so much on edge that she lit up the barrel of gunpowder and blew up the whole room, leaving half of my party dead. A suicide gnome bomber. I couldn’t convince her that I was not an enemy. Reloaded just to see if I could successfully do it, but much preferred the first outcome of the dice roll, so had to reload and try 6 times until I failed again. What a game!

  • @[email protected]
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    41 year ago

    Exactly the same here. Did I somehow click something behind the camera, causing my moron to run directly at the giant enemy crab I just managed to carefully avoid? Yeah I’ll reload.

    Same if it’s a dialogue option I (or the NPC I’m talking to) clearly misunderstood. In tabletop or real life it could be cleared up by “no, party member, I only told the bad guy I’d help him as a lie” even if it added a persuasion or deception check. In game, there’s just no dialogue option to say “sorry, i didn’t mean it that way” in most situations. See also: accidentally romancing the wrong person as many players apparently do

    • @[email protected]
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      11 year ago

      Yea I had an instance of this as well. “I totally agree to do this evil thing in your place, leave it up to me guys go have a drink on me” was a lie. I couldn’t make up the disapproval from 2 other party members even when I saved the person afterwards.

      • @[email protected]
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        21 year ago

        At this point I basically assume that if something doesn’t have a deception check attached, friends and foes will both believe it 100%