Prompted by our discussions in the comments across posts here, Lorenzo Colucci brought the relevant mechanics of his game in design, Crescent (working title), for some high-focus work with me.
His concern is perfectly clear: if you are playing chess, then there's a reason why dice aren't involved, particularly dice rolls whereby a contestant can say, "I look, I rolled a 6, so you lose the game," regardless of anything that's happening on the board. Bluntly, more than one RPG exists for which this is effectively the case. And I have no doubt this has led to considerable dice-phobia in many role-playing communities, resulting in many systems for which the dice are almost entirely pro forma rituals with little effect on what occurs, and even including the claim that these objects are merely artifacts of wargaming and have no understandable place in the production of enjoyable fiction.
My view differs.
I invite you to consider the points we make together very carefully. They include such heady topics as why bother even rolling dice ever, what happens to fiction when everything that happens is the most likely, and how people perceive events determined partly through random effects to be, in retrospect, inevitable in the best sense of consequential plot.
A couple of minor points about the recording. we experienced some connection lag, so sometimes the recorded dialogue runs us into one another; we took some care to avoid accidental interruptions but if it looks kind of bad, it wasn't in reality. Also, I learned along the way that in the game, the shield block wasn't the right fiction for the mechanic I was addressing, so revise your viewing so we're talking about a parry instead.