Originally Posted by Darth_Trethon
Personally I feel like this game will offer by far the most reactivity to the choices we do have and I feel like we do have a good amount. From what I've seen this game will most likely have the most possible outcomes and consequences based on our choices and oh man does it look like there's a lot there. I am very curious to see just how long we can drag certain deceptions and just what kind of endings are there available to evil players. Like, can I get to become the new ruler of the tower of doom win mostly deception and a couple boss fights? I would be extremely surprised if this doesn't end up being the most memorable RPG ever released. Because even though some of the older RPGs may have offered more lines of dialogue to reply with to every conversation they didn't offer more consequence and possible outcome permutations.

Do you have any actual example of this being the case? This isn't me trying to bait you or anything, but I would really want to see where those additional responses triggered something special because I've not played the game enough to have seen it. So some pointers would be welcome.

Yesterday I had to replay the seen with that true soul drow Nere and had once my bard and once my paladin doing the talking with their own specific dialog choices... well the difference was the bard had 1 exchange, the paladin 3 and both ended exactly the same way. There are some occasional inspiration points to be earned, but so far I've not seen any real difference besides the usual big story path evil goblin or good druid and some minor individuals... but nothing of this seems more reactive than any of the big modern games. Its just added inconsequential oneliners I've noticed so far - which are cool, I understand how much work goes into creating those, but I don't see anything I have not seen at the same level in other games.