Originally Posted by Zerubbabel
The game's not going to stop you from progressing if you refuse to drink the poison. So, how would the game be able to distinguish between a dialogue option that just gives you the poison and a dialogue option that gives you the poison but [DECEPTION]?
Well, I think that if you fail deception check, then Nettie stops to trusts you - positions you with the branch? Attacks?

Honestly, I would be fine with just (lie) option - mechanical difference I would like to see is different companion approval. I occasionally find it frustrating is when I say something to an NPCs and companions take it at face value. At the very least the difference can be a good roleplaying tool - in Planescape a lot of choices didn’t get reactivity as fas as I know, but being able to express character’s intention is good! If the game can naturally react to it is even better.

Last edited by Wormerine; 25/08/22 09:53 AM.