Dice rolls (visible/hidden)
Outcomes are resolved by dice, shown to the player (visible) or resolved behind the scenes (hidden), lending tabletop-style tension to actions and skill checks. Baldur's Gate 3's on-screen d20 makes every check a suspenseful moment; Disco Elysium's rolls dramatize its skill system. Designers use visible dice to make randomness honest and thrilling — the player sees the odds and the result, so success feels earned and failure feels fair (you saw the 40%). Hidden rolls keep immersion smooth but risk feeling arbitrary. Key decisions: which to show (climactic checks benefit from visible drama; trivial ones from hidden smoothness), modifier transparency (players should see what improves their odds), reroll and inspiration mechanics that give agency over luck, and failure design — failing forward, where a bad roll opens content rather than closing it, is what makes visible-dice systems feel generous rather than punishing. Pitfall: save-scumming, which visible high-stakes rolls invite.
- Dev effort: Small
- Timing: Real-time or turn-based
- Common in: rpg, crpg
Seen in
- Baldur's Gate 3
- Disco Elysium