And so I will continue to disagree with them because I consider that to be a waste of a Boon.
If you hate failing actions that much, you are probably playing the wrong game. Huh has explicitly balanced this game with the intent of making failures a reality and allowing random chance to screw over "the best laid plans of mice and men." And spiders, apparently.
I also disagree that it is just about peace of mind. Being able to know that certain actions will succeed allows you to plan around that. For example, if I take the Stewardship that resolves a situation and make certain it succeeds, I don't need to worry about doing the Diplo or Intrigue actions which do the same and can spend our Diplo and Intrigue actions on other options. Furthermore, if a situation can be certain to be dealt with in the current turn, I can begin to take actions that progress other things or begin preparing to do stuff in future months.
It is rare indeed that a
truly critical action can be turned into a sure thing with a +1 on the die roll. Most of the time, such actions are either already a sure success (our score exceeds the DC), or are not a sure success even with the +1 (the DC exceeds our score by two or more). That, or the action is not truly critical and our plans can succeed without it.
Furthermore, boons spent in this way will, as always, have a 90% chance of not changing the outcome. This is why I say that in this condition, we are buying
peace of mind- the certainty that all will be well- not
success.
Personally, I would be quite content to just accept the 90% chance that the action will succeed. This game is designed to allow failures to occur, and for that to be part of the gameplay experience. If I couldn't accept that I'd be playing a different game.
Strongly disagree. I am quite willingly to acknowledge that things I don't want have benefits and I disagree with the idea that any action is useless hence why I have not been the one using that word. A waste, sure, but every action has at least some benefit even if that benefit isn't always going to be meaningful or worthwhile.
This is a distinction without a difference. "Useless, no, a waste, yes."
More generally, the really significant point here, philosophy of dice rolls aside, is that I would argue that repetitively lecturing people on how they are 'wasting resources' is a rather inappropriate thing to do in a collaborative gaming format.
You have been directly or indirectly insulting the intelligence of a nebulous group of people who may well have goals and ideas that you don't share, and maybe don't even understand. I would argue that it's counterproductive.
Retroactively berating people for being 'wrong' and 'wasting' a thing that doesn't do anything 90% of the time it's used anyway is counterproductive.