First of all, you as well thanks for the reply and thoughts.

Originally Posted by Annoyed Player
As someone who played Dark Urge up to chapter 3, but didn’t finish it, here are my thoughts. Spoiler warning!!!:

-Establishing your character as having issues in ACT 1 is a good thing, as you do something horrible without any skill check or saving throw.
-Being able to fall into temptation is good and all, but it runs into a problem of hindering you without offering any incentive. You can commit some brutal acts 1 in ACT 1, like biting off a goblin's toe, tearing birds wings off, etc.

In my perspective, the motivation lies in the action itself. Taking the bird's life should carry more consequences, especially considering you're doing it right next to Nettie in most cases. The concept of the Dark Urge comes across as just a regular character with some extra dialogue choices that can be disregarded quite easily.

Originally Posted by Annoyed Player
However, this falls into a problem of the whole game. Being Evil is simply worse and not worth it. You don't get extra stuff, extra content, alternate quests, etc. The urge only gives you stuff, if you commit very specific acts. To make matters worse, you often Miss out on approval and are better off doing skill checks.

Personally, I tend to prefer not playing as the antagonist. What I find intriguing about this character, however, is its potential to challenge players to force morally ambiguous choices upon them that they might not usually opt for. This aspect becomes even more captivating when playing as a Paladin, where a single unfortunate roll can lead to a drastic shift in alignment. Presently, the scripted instances of evil actions don't necessarily violate my oath, and some of the dialogue choices that I feel could enhance this experience can be overlooked, representing missed opportunities.

Originally Posted by Annoyed Player
One way to fix this is by having something like a tadpole mechanic, we never got in the first place. The more you commit to urge, the better the rewards, but at a price. Companion disapproval is one way to do that (all, but maybe Minthara and Laezel should lose approval).

I'm not primarily interested in "rewards." Instead, the idea of being potentially led down a darker path through failed ability checks is personally satisfying. It's something I wouldn't usually choose, but it adds depth to my experience.

Originally Posted by Annoyed Player
-Adding a saving throw to every conversations, where you resist your Dark Urge would get annoying very soon.

I fail to see how this would become annoying quickly. There aren't that many Dark Urge dialogue choices to begin with. Additionally, there are far more dialogue options that involve ability checks for Persuasion, Deception, or Intimidation, which occur much more frequently than Dark Urge choices. Requiring these ability checks right from the start would effectively highlight the "Urge" aspect of the character you're portraying. It's worth considering that if you're averse to having Urges presented in the game, you might want to reconsider playing a character whose name suggests these inclinations.