They could definitely tone down the pigeon-holing of it all. There's too much of a cross-over between class as a function and class as a personality stereotype. I don't mind the snarky sorcerer dialogue at all, but it becomes a problem when snark is tied only to sorcerer dialogue, because then no other character can respond snarkily.
Then, the solution would be to just take the tags off all these dialogue options, but there are still the class functions tied to them (sorcerers say something snarky *while* talking about/casting spells and magic, barbarians say something dumb/angry *while* being physically violent, etc) so you couldn't really play as an angry sorcerer that way without also being physically violent + smashing things with your fists etc, while also never talking about actual magic.
For all dialogue options that have no actual class function, they should definitely remove the class tag. I'm not sure how they could solve the actual dialogue + action combo part though.
Maybe if they have dialogue on the left half of the screen, a split down the middle, and actions on the right? Kind of like the crafting combination screen where a(words) + b(action) = c(dialogue choice/skill check). I can't format it here how I envision it in the game, so a little imagination will be required, but here is my idea..
Instead of it being like this:
Larian Version
"Oh no, the door is locked tight and we need to get to the other side, they're going to kill that sweet little kitten!"
1. Stand back! *knocks door down* [STR]
2. I'll unlock it. *picks lock* [DEX]
3. [Deception] Please open the door, that kitten is actually possessed by a demon and if you kill it you will unleash it on all of us! [CHA]
4. [BARBARIAN][Intimidation] OPEN THIS DOOR RIGHT NOW OR I'LL MURDER YOUR FAMILY AND MAKE YOU WATCH AS I USE THEIR SPINES TO UNCLOG MY TOILET [CHA]
5. [BARBARIAN] You think this puny little door can keep me out?! ARGHH *rips the door off its hinges and catapults it into the room* [STR]
6. *leave*
maybe it could be more like this?
(dialogue not containing a function must be paired with an action, while dialogue containing a function (like persuasion, intimidation, deception etc) goes straight to the end result):
My Version
"Oh no, the door is locked tight and we need to get to the other side, they're going to kill that sweet little kitten!"
1a. Everyone give me some space, I'm saving that kitten if it's the last thing I do
2a. I've beaten tougher locks than this in my sleep
3a. *scoffs* I know at least three spells that would obliterate this door
4a. Screw the kitten, gimme that loot!
5a. If we must...
6a. You think this puny little door can keep me out?! ARGHH
7a. *laughs* A cat? Oh, please, as if
8a. We don't have time for this
9a. Let's try and find another way inside
10. [Deception] Please open the door, that kitten is actually possessed by a demon and if you kill it you will unleash it on all of us! [CHA DC15]
11. [Intimidation] OPEN THIS DOOR RIGHT NOW OR I'LL MURDER YOUR FAMILY AND MAKE YOU WATCH AS I USE THEIR SPINES TO UNCLOG MY TOILET [CHA DC15]
+
1b. *kick the door until it buckles* [STR DC10]
2b. *pull out your thief's kit and start picking* [DEX DC10]
3b. *recite the words/movements for an unlocking spell and enter unnoticed* [INT DC15]
4b. *ball a destructive spell in your fist and lob it at the door* [INT DC10]
5b. *rip the door off its hinges and catapult it into the room, not caring who it hits* [STR DC15]
6b. *look for a weak spot in the wood to take advantage of with your weapon* [WIS DC10]
7. *leave*
The beauty of something like this would be that it doesn't have to illicit unique reactions from each of the companions, they wouldn't have to record voice lines from each of them depending on what you do any more than they already do, a simple 'Nice job' would suffice whether you kick the door in, blast it with a spell, unlock it with magic or tools, etc. Additionally, it could also offer some moments of comedy if, say, a really stupid non-magic user attempts to do something that a sorcerer/wizard would be more suited to, like casting an unlocking spell. The narrator smugly goading them as they try and try to conjure a spell in their hands even though they don't have the faintest clue how to do it, or a sassy 'Really?' from Shadowheart/Gale etc.
Additionally, each component of the dialogue choice could gain or lose approval from each companion, especially since their motives are pretty nuanced in this game. Shadowheart is pretty nihilistic and sadistic on the surface, she rewards wit, but deep down she cares about standing up for people and doesn't care for unnecessary violence. With this system you would be able to create a character with more nuanced motives that would interact with the nuance of the companions better.
Last edited by lilaque; 30/08/22 10:05 PM. Reason: clarity