Originally Posted by frequentic

Edit: The Rpahael example stands in very strong contrast to say the Gith'yanki patrol. In the case of Gith'yanki you can take charge of the conversation and reach a peaceful solution (while being a badass). It's three hard rolls to do it, but it leads to a different situation and a different solution to the encounter. As previously stated, I get that we can't have that everywhere, and that the main story encounters are more important in that sense, but I'm missing the details and the nuance in the side-quest encounters quite often. The devil's in the details, and the details will end up making a game like this from an RPG-perspective (in my point of view).

are there alot of options with the gith patrol tho? - i may have not been able to see all the options on my playthrough and it is ea, but regardless of interrupting Laz, passing all the skill rolls, changing choices in dialogue, attacking and knocking out, or showing the gith artifact, that encounter always resulted in the gith flying off on his dragon (likely scripted) and me either having to fight the gith that remain or they run off on their search/patrol - and we never get any insight as to where the gith nest is, what this artifact is or why the gith are after them, or via Laz how the knight 'betrayed' their gith protocols. I understand that the gith arent necessarily supposed to be the most friendly of races (despite my pc in that playthrough also being gith) but i feel like this encounter is more similar to the deal with the devil and druid v child encounters that others have commented on than ppl realize where you really dont have many varied outcomes to the scenarios the player is presented with and in the case with the druid v child, one bad roll/specific dialogue choice leads directly to the snake attacking with no opportunity to react or intercede.

the more i play the more i also agree with what warbaby2 said in another thread regarding random encounters.

Originally Posted by WarBaby2

That's because, right now, Larian's idea of a D&D RPG is guided storytelling between setpiece battles... so, not really a RPG in the classical sense at all.