
It honestly depends who I'm RPing with.
A lot of the time, I've been in RP scenes where the rollings is really just win/lose or succeed/fail. So it wouldn't matter if I rolled a 2 of a 999 against someone who rolled a 1. The only part that mattered is that I beat their roll. I prefer this method when there are more than 4 people involved in rolling for things in the scene. Otherwise, there starts to be too much overhead into what a person's "power level" should be and it becomes needlessly complicated with little benefits.
In other rolling schemes, I have seen people do some form of critical hit or critical fail, but it's always been on them to decide what those parameters are. The same for so, beating someone's roll by more than 500 or 700 or whatever. While this can make a scene feel more involved it can also lead to some odd reactions in my experiences. I'd place caution on it due to potentially breaking character.
I've also used other dice systems (Fate-14 1.0 is my primary example). In these, a tabletop or other imported dice system is imported for use in FFXIV, usually with vary degrees of rules from that system. How well it works ultimately depends on the DM and people participating. I wouldn't consider it good for random walkups because there will be more time spent explaining the rules or enforcing the rules, but for a scheduled RP scene or something already established, it's a great way to give characters something a little more tangible for their histories and experiences beyond just luck of the /random emote.
A lot of the time, I've been in RP scenes where the rollings is really just win/lose or succeed/fail. So it wouldn't matter if I rolled a 2 of a 999 against someone who rolled a 1. The only part that mattered is that I beat their roll. I prefer this method when there are more than 4 people involved in rolling for things in the scene. Otherwise, there starts to be too much overhead into what a person's "power level" should be and it becomes needlessly complicated with little benefits.
In other rolling schemes, I have seen people do some form of critical hit or critical fail, but it's always been on them to decide what those parameters are. The same for so, beating someone's roll by more than 500 or 700 or whatever. While this can make a scene feel more involved it can also lead to some odd reactions in my experiences. I'd place caution on it due to potentially breaking character.
I've also used other dice systems (Fate-14 1.0 is my primary example). In these, a tabletop or other imported dice system is imported for use in FFXIV, usually with vary degrees of rules from that system. How well it works ultimately depends on the DM and people participating. I wouldn't consider it good for random walkups because there will be more time spent explaining the rules or enforcing the rules, but for a scheduled RP scene or something already established, it's a great way to give characters something a little more tangible for their histories and experiences beyond just luck of the /random emote.