Why do we roll our eyes?

The main mechanics of Mercyful Flames is based on interacting with objects. Usually, just like in the Middle Ages, objects are human beings. As you can guess, we try to get confessions from people that can help solve the investigation. Suppose Mercyful Flames is a board game / RPG. As some of you remember, this is how we created the game's prototype. We also balance it in its physical form. With that fact in mind, try to imagine that all the information we need to gather in order to be successful in the investigation is hidden in piles of cards. We deal with human-type objects in four ways:
a) by conducting chats,
b) trying to bribe,
c) intimidating,
d) torturing.
Each of these interactions has different chances of success, relates to different stacks of cards, and has different side effects. I probably won't surprise you with my confession that the inquisitor can specialize in a given type of interaction. By investing in the appropriate investigation technique, we increase the chances of its effective use. So classic, so simple and so nice to implement, right? You just need to convert the 100 sided dice to the algorithm, right? Well, just no. We have encountered a difficulty while adapting the system.
In board games, the mere roll of the dice is a part of the fun. It's some kind of a ritual. We hide pleasant-to-touch pieces of cheap plastic in our sweaty hands. Sometimes the cube will fall into our beer, sometimes it will get stuck in ketchup on our ham free Hawaiian, so we can dig it out. Finally, if we manage to trap the dice and naively shake clasped hands, we can puff the alcoholized air between our thumbs, and throw the plastic only to watch how it happily avoids pieces of pizza, drinks, and an ashtray, and falls on the carpet, and stops right in front of the mouth of the troll sleeping under the table. Dice show 20. Our character has a statistic of 21. Oh shit, failure. We throw again, it wasn't rolling enough. I am writing this crap to draw attention to how much fun in board games, due to their physical imperfection, is enchanted in LASTING.
In digital games all this synthetic pleasure is replaced with a single algorithm that does all the calculations in one frame. It's too short. It is not satisfactory. For this reason, we are looking for a solution that will be the most pleasant substitute for malicious plastic. We have an inventory of ideas on how to fill this gap in the experience, but we haven't realized all of them yet. If you know any solutions from other games or your brains, let us know, as it might save us some nerves.
Sorry for the wall of text, but I had to vent today's frustration.
ːpraisesunː