Skill checks with dices. What does it bring to game experience?
For me in my first walkthrough of DE active checks feel like walls. If you fail a check in mostly cases it means that you lose time, pace of the story, you should do something else (if you have any other active task in a given timeframe), get skill point, upgrade the skill, return to the check location and try again. That's why saves cumming reveals.
It's obvious result of mechanic with random elements. Why DE developers use this mechanic then? And many others developers in their disco-like games? My first though was that it should be momentum of tabletop game: you have momentum in tabletop game, you want to have it in computer game that should give similar experience. But now I think that something more fundamental should be here. People play dice games starting from the begging of civilization and dices are definitely related to our feeling of reality in general.
What dices and random elements means for your game experience? Could be DE better without dices? How active checks could be improved in new disco-like games?