this post was submitted on 10 Jan 2026
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[–] Coelacanth@feddit.nu 19 points 4 days ago

Interesting failure states has to be one of the most difficult things to implement in game design. To this day I struggle to think of many examples besides Disco Elysium that manage to discourage save scumming purely by virtue of having failed rolls often lead to equally or more beneficial and interesting results as successful rolls.