These are things like "aggressive," "benevolent," "cruel," etc. To that end, we've also tried to include a number of dialogues where the "optimal" outcome is primarily related to the player paying attention to the character he or she is talking to, and choosing to treat that NPC in a way that the NPC is able to relate to on some level.Īnother thing you'll see, and you'll see it all over the place in the beta, are personality reputation options. We want that element of the unexpected that makes the experience more engaging. But we didn't want players to turn their brains off and just click the option that had a skill check associated with it, knowing it would lead to the best outcome. On balance they tend to help more than harm, I'd say. Skill checks in PoE open new paths to take in dialogue, some of them beneficial, some of them inconsequential, and some of them ineffectual. This is a departure from many recent RPGs, and more in keeping with traditional pen and paper, where, sure, you can do a diplomacy check on an ogre, but he might just read that as you being soft and take it as a reason to rip your legs off. One choice we made is that a skill check is not necessarily a "win button" for a given encounter. I wanted to give a couple notes on some of the choices we've made for the dialogue system here, so it's easier for everybody to distinguish between what's intended and what's not. Buttt, you might be able to back out of a dialogue, put on an item, and try again. The game is also paused during dialogue sequences so there's no chance of swapping out items just for stat boosts, either. Companions will sometimes make comments, but you can't use their stats to answer questions. To answer questions, it's only ever the PC character that chooses dialogue options. It's part of what makes the game replayable I think, playing through again with different stats. There are never situations were you can't progress with something because you're missing a stat, it just might unlock different outcomes. A high Intellect or Perception will sometimes unlock choices in dialogue, for instance, but the stat has to be pretty high (like 18 if I remember), so think carefully before dumping points into stats just for dialogue reasons. There's not really any one stat that's most useful for options in dialogue. Any advice one what stats I should focus on? the great thing is from what I understand they have tried to make it that there is no throw away stat and I cant make a omg awful build. When I play these games I really like my PC to have lots of options on what to say.
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