There’s accepting randomness on one hand, but on the other hand dnd is also about player creativity and DM interpretation. In tabletop DND I can say whatever I want, not limited to a couple of unclear choices and Attack
Several times I’ve been presented with a dialogue that I have no options that I’d actually choose. One such example was the equivalent of “absolutely, I’ll go fight them for you” vs “no, I won’t fight them for you. FIGHT ME” and nothing else. In tabletop you can ask "can I do something else for you?"or say Sorry, I’m not strong enough, or you can TELL YOUR PARTY YOU WERE LYING. If I get pigeonholed by the dialogue tree, I’ll absolutely load a savefile and choose something else, even if that means rerolling a failed persuasion.
In the end I feel like it’s made up for by the amount of times I get unfairly screwed by clicking an invisible wall that the cameras looking through a d my character dies because they walk through a trap blasting em off a cliff or something.
You are absolutely right, the dialogue options are often terrible or have unpredictable outcomes. I was especially disappointed in the
!rushed character development after the grove arc. They went from ‘we’re total strangers, dont talk to me’ to ‘I want to f*ck you so bad’ in a single night, and for every side character at once.!<
There’s accepting randomness on one hand, but on the other hand dnd is also about player creativity and DM interpretation. In tabletop DND I can say whatever I want, not limited to a couple of unclear choices and Attack
Several times I’ve been presented with a dialogue that I have no options that I’d actually choose. One such example was the equivalent of “absolutely, I’ll go fight them for you” vs “no, I won’t fight them for you. FIGHT ME” and nothing else. In tabletop you can ask "can I do something else for you?"or say Sorry, I’m not strong enough, or you can TELL YOUR PARTY YOU WERE LYING. If I get pigeonholed by the dialogue tree, I’ll absolutely load a savefile and choose something else, even if that means rerolling a failed persuasion.
In the end I feel like it’s made up for by the amount of times I get unfairly screwed by clicking an invisible wall that the cameras looking through a d my character dies because they walk through a trap blasting em off a cliff or something.
You are absolutely right, the dialogue options are often terrible or have unpredictable outcomes. I was especially disappointed in the