But that's just what it is, faulty design. The system's not to blame for that.
Most assuredly -- and of course, this is just my personal bias against RNG. (It's very hard to appreciate something that's constantly sticking tacks in your eye and insisting it's "fun".)
I mean, it doesn't really sound good if absolutely everyone is able to get through absolutely everything.
Which is why I think gated is the best option. Not every character will get through everything. In fact, if you're a certain type of character, you quite simply
can't do certain things. But if I
am that certain type of character, what purpose does it serve to make me "roll"? Why is the game laying tracks for a certain playstyle, then leaving the results up to
chance? It makes little sense. (Note, too: I'm addressing software games. Tabletop / board games are a different bag. That's a shared activity.)
Something like lifting a large object out of the way is a bit more binary in nature. Do you have the strength (or determination to summon it) to move the object out of the way? This is more of a yes or no. Wiring a light switch fits a similar theme. If you know how to wire a light switch you... know how to wire a light switch. If this task is performed properly and you check your work it's more of a binary yes or no. Yeah, even this stuff could have variable outcomes. Still, I don't see how making it reliant on RNG necessarily improves the game play.
Exactly. This is why I'm really considering the auto-fail at low level, need to roll for middling levels, and auto-succeed at high level. If I start a game with the "wiring" skill, I can succeed at wiring every dang time. No rolls. Ever. I can succeed at wiring two things simultaneously in the dark. I am all about the wiring. If I start the game with some general knowledge about wiring, then it's a bit hit or miss while I'm actually learning how to do it. If I'm completely unskilled, I basically stare at the wires and have no idea where to begin. Need to figure something else out. Don't know the first thing about wiring.
But the fix shouldn’t be ”leave the faulty design and change the system to seemingly support it”.
Absolutely true. But it's just as easy to argue that the design is trying to use the wrong systems to achieve its goals.
Same for rewiring the light switch... you might get a jolt, you might short circuit it. And again the range of positive outcomes... Doing it faster?
Or lifting that heavy object... you might break your back by trying to lift it wrong. Or sprain your hand, or drop it on your foot as your grip slips. And once again the positives...?
In real life, I don't make such mistakes. I know how to switch the breakers off, so I'm not working with live wires. I don't start carrying a couch on a staircase and discover halfway down, "Uh-oh, a totally unforeseen problem!" That's because I
know what to look for ahead of time. These aren't things left up to chance. I think the main issue here is...
why would it be necessary to roll a check for this? If a character works with electronics, and the player figured out that rewiring something was an option...
Done. Is there some overwhelming reason the character would
not be able to succeed? What's the point of making the player fail for absolutely no other reason than trying to use their character's chosen skillset and play their chosen role?
Many games want you to believe that, because a random number came up...your master-level swordsman dropped his weapon and cut his own leg. It's ridiculous, annoying, completely illogical, and ultimately pointless. It's often not there to reward players or add anything to the game; it's there to punish players and come up with arbitrary reasons to prevent their progress.
My main gripe is, like Sigi said, when you just get some really crappy luck and then it's kinda an auto-lose, reload-the-game type of situation.
This is where I'll come back to tabletop vs. software (especially SP). On tabletop, while trying to envision your character in action, sitting around a table with other, thinking, creative human beings, having no idea where things may go, and being able to adapt emergently (<--
This is now a word. I have spoken; it is so.) to any weird situation that happens...
...is a very different playing field than being forced play the same scenarios over and over again simply because you keep rolling snake-eyes to determine whether your high-level cleric successfully heals a stubbed toe. What makes much more sense is letting me use the abilities (that I
purposefully chose) to experience the pre-determined outcome(s) of the game. Instead of wasting my time by forcing me to reload until I get lucky enough or quit out of frustration and boredom -- challenge my
character's playstyle with intelligent level design, sensible scenarios with multiple solutions, and challenging choices.
So, a more rewarding, engaging, and intelligent system (IMO) for software games is to have a cleric auto-succceed at healing spells. They're a bloody cleric. They can definitely heal three injured people...or one mortally wounded one. But there are 5 wounded and 3 dying. Who will it be? What order? Force them to consider the options and consequences.
Instead of, "...Oops! Failed the roll. Your spell fizzles. The next spell fails, too. Huh-huh-huh -- ur cleric sucks. Quickload again?"
If a player chooses to play a cleric, then it might be a good idea for them to be able to reliably do cleric stuff.