Why is it best? Because it detracts from the characterskill since there can be no minigame that would be equally challenging for everyone (to some it's a difficult chore, and to some it's just annoying busywork, and to some it's fine) - thus making it also distract from the character?
There are ways to discourage baby-stepping - e.g. by making it a chore enough that the tedium of it encourages the player to quit hitting the quickload and accept that a skillboost is needed.
Maybe a minigame isn't necessary, but having lockpicking based on a dice roll versus a percentage chance doesn't work very well. Player's will always save and reload until they get the result they want. The only other way I know to discourage baby-stepping is to do what some Rogue-likes have done, and either eliminate saves or save over the single save available immediately once a result is reached. People wouldn't be happy about that. Plus, those actions
still didn't stop people from baby-stepping! They just left the game to copy their save file!
Human nature means people naturally seek optimal strategies in everything they do. It's a survival mechanism of pretty much every life form ever. Baby-stepping is an optimal game strategy. It is cheap, it is probably "cheating", but no one is there sitting over your shoulder making a face at you or telling you how awful you are for using it, and the game doesn't even know you are using it - from its perspective, you are only doing everything once - it is everyone else in your personal gaming Groundhog's Day scenario.
The only way to prevent baby-stepping is not, in my opinion, to make it a chore or tedium or penalize, but to reward NOT baby-stepping. Since the game literally can't tell if you are doing so or not, you need to design the game mechanics and skills not to be a random chance of failure or success. Instead, skill gates or requirements mean that you either can always do something, or you can't do it at all. I know that sounds a little dogmatic, and in real life, flukes do happen, but they are hard to put into a put into a game without also introducing a lot of stress and frustration. Because with the chance of fluke success, you must also have the chance of fluke failure.
And dice rolls versus percentages can be really annoying sometimes. For instance, today I was playing FO2, and my character had an 80% chance of hitting an enemy. I got two chances to hit them a turn, and I didn't hit them for 12 straight turns. What are the odds? I'm not about to subject myself to unneeded math, but missing 24 times in a row made me want to kill something (but I couldn't). I sometimes run into the same situation with locks. I have a very high lockpick score, and I know this footlocker in a Raider base must have an easy lock, but I end up failing several times before it pops open. I almost feel the need to save before trying ANY lock, even when I have a high skill stat. Dice are needed in PnP games - they aren't in video games.
Bethesda had the right idea with their changes to how skills worked in FO3. Weapon skills help determine damage and spread and accuracy, but if you hit the enemy, you still do damage. Medicine determines how much you can heal - not if you can heal. Repair determines how much condition you can restore to something, not whether or not you can restore it. And the skill gates attached to everything force some real C&C on the player. If you didn't invest in Repair, those leaking pipes or repairing that robot are simply beyond you. Didn't invest in the Medicine skill? You have no idea what is wrong with that woman. Decided to beef up Big Guns instead of Lockpicking? You aren't going to fluke your way into that safe. Yes, the chance of some amazing success yanked from the jaws of failure is gone, but for me, that is a small price to pay for elimination of all the frustration of random chance. And let's be honest - anyone with patience could baby-step their way to "amazing success yanked from the jaws of failure" if they wanted to. Only if you played with restraint and were honest enough to stand by every failure would that amazing success mean anything significant to you.
Also, notice how Obsidian is now giving visible skill gate numbers to skill related dialogue in New Vegas. Now there will be no baby-stepping it either. You'll know whether the bluff will work or not. Whether you remain in character and try it anyway (for the unique failing dialogue they have added for such options), or decide against when you see you won't succeed is up to you now. And that really isn't so unrealistic either - most of us can tell immediately with people whether a lie will work on them or not, or at least have a good idea.
Sorry to give you another essay to read, gabriel77dan! :whistling: