Originally Posted by Wormerine
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.
I love the implication of having:
1. I swear
2. [Lie] I swear
And your companions psychically knowing right then and there on the spot which one you meant. Because of the tadpole.


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