Dice rolls are pre-determined

Corey Colvin
Visitor
6 months ago

I noticed that the dice rolls are all pre-determined no matter what options you change. I had fired my bow at a mob , missed with a 2 and then was subsequently killed (My only healer) so the game ended. I reloaded and no matter what option she took, she rolled a 2. Sort of weak.


AlienZeAlien
Level 1
6 months ago

That's weird, I reloaded a save once for a similar reason, and got a different dice result. Maybe dice rolls are determined at the beginning of each fight? Or you were just unlucky and rerolled the same result.

Korzald
Level 4
6 months ago

It could be a seed issue. Developers might use anything for a seed number to the random generator. So if the seed didn't change on a reload, quit the game fully and restart it then reload and see what happens. If it still happens then the seed could be saved to the save but I have not seen that in my play through. 

6 months ago

I wonder if some die rolls are set e.g. lockpick. I tried opening a chest, had a stupidly bad roll, so reloaded...3 times. Each time the dice roll was identical. I don't like missing out on potentially useful treasure (or rations !) so I would be very disappointed if this was a deliberate choice ("because you don't get do-overs" etc etc)

Admittedly I didn'y quit the game and try again, will do that later.

Artenteri
Level 5
Steam Link Newsletter Link Kickstarter Backer
6 months ago

I know rolls are supposed to be random but I am seeing consistent significantly higher rolls from enemies than I am my characters. Not to say that they are never hitting but enemies have higher rolls.

Steve
Level 6
6 months ago

Rolls are defiantly locked in some way.  Maybe it's to discourage people from using "save scum" to re-roll.  I failed to open a lock, reloaded previous save 6 times and got the exact same roll each time.  Later I failed to scribe a scroll.  Re-loaded quick save four times and again got the same roll (1) every time I tried again to scribe that scroll.  So I tried to scribe a different scroll and got a different roll.  

Guilherme
Level 5
6 months ago

I think an anti save scumming mechanic is interesting. Though I think it should be optional for players who want to save scum.

Personally, I think if you have a bad roll, deal with it brother, with something other than reloading !

6 months ago

There definitely isn't a save scumming lock, or if there is, it's easily broken.  I've save scummed lockpicking dozens of times already.  Sometimes it would be the same result multiple times in a row.  Usually I just paused for 2-3 seconds, cast Guidance, or changed something else and would get a different result.

Steve
Level 6
6 months ago

If you cast Guidance after the re-load you might be able to open the lock but that doesn't necessarily mean you got a different roll, you are just adding a bonus you didn't add the first time.  The dice roll may still be the same.  Every single time I have re-loaded to re-try a roll, the die roll has been exactly the same every time.  

GeneralGonzo
Level 4
Steam Link Newsletter Link Kickstarter Backer
6 months ago

If you cast Guidance after the re-load you might be able to open the lock but that doesn't necessarily mean you got a different roll, you are just adding a bonus you didn't add the first time.  The dice roll may still be the same.  Every single time I have re-loaded to re-try a roll, the die roll has been exactly the same every time.  

And that´s good the way it is, because it denies save-spamming until you got the result you want !

Primuscent
Level 2
6 months ago

I don't think the rolls are predetermined. BUT I do think they are instantly saved to your game. I think this is amazing to stop save spamming. I honestly think they want you to live with your results. It's amazing. 

6 months ago

I think save scumming lock might be a fantastic idea!  Or, a scumming lock option included in a hardcore mode perhaps? There's no save scumming in tabletop that's for damn sure. 

lordmcfuzz
Level 5
6 months ago

I noticed last night that the first roll from a save is already "pre-determined" but not the second roll. Last night I succeeded on a an insight check and a then intimidation check to avoid a combat, then opened a door that started a the combat, so I just reloaded the auto save, got the success on the insight check, but then failed the intimidation check, and just had to do the combat from the dialog.

David Kalber
Level 4
Newsletter Link Kickstarter Backer
6 months ago

I think it might be something that was patched or not as locked as some may say.  I know a friend, absolutely not me *shifty eyes*, that failed a History check to get some xp and a side objective and I decided to re-roll.  On the first reload the wizard passed the History check and the realm rejoiced BUT I have noticed at times some characters/attacks seem to miss a lot.  They do hit of course so its not a case of needing to reload since I can't win fights but there is definitely bad luck or bad seed action going on lol.  I can see it being frustrating if you are in a bad luck loop but I have played games where the dice rolls were trying to kill everyone as well.

lordmcfuzz
Level 5
6 months ago

Mulling over how this could be implemented. The next roll may be pre-determined based off of current seed and stored in a variable, you save the game, then load it and that variable is still set. When the roll is used, it is replaced with the current seeded RNG and stored for future use.

6 months ago

I too noticed repeated outcomes from loading a save.

A seed producing pseudo random code bothers me for several reasons. First, it taints the randomness effect of rolling dice. There are more sophisticated methods for generating random numbers in code today. In the past, you would need to load a seed into a random number generator to give the appearance of a random outcome. Now there are better solutions that produce incredible entropy at a cyrpto level of randomness.

I understand hard coding certain die outcomes the way a DM would alter an outcome behind the dungeon master's screen. Anything the DM rolls can be manuplated. Messing with player rolls is poor form. If a player chooses to save scrum they should be allowed to as its a video game not a table top game. No one wins a special prize for never reloading a game. We all suffer if the die rolls are not as random as they can possibly be. Part of the magic in table top RPGs is the cursed or blessed set of dice we all use.