I do like adversity best, when it is used to learn more about the involved characters and helps to bring them closer together because their relationship gets stronger through the conflict. Gale has a great example of this: When he first asks you for magical items, you can push twice into his mind to find out why he is so cagey about the reason. If you succeed, you can simply go on without saying anything but you also are given the options to be terrified or to feel bad about your transgression and confess. Gale understandably gets angry and you have to persuade (or intimidate I think) him into seeing your side of the situation, if successful he relents and is happy about your support, if you botch too many of these rolls he might leave because they cause pretty strong disapprovals. It's such a good scene because I can understand both sides of the conflict, but I especially love it because it allows for more complex player emotions, you can be scared of the orb and you can feel bad for exploiting the tadpole and try to fix it.
I think I get into the bff-zone with Gale too quickly. He always shares the whole story really early. Usually when he starts asking for artefacts I am sitting on some useless magic items that don't even bring a good price at the merchants, so I usually just go whatever and throw some boots at him and his approval goes up so much. Like I am not going to start a big fight and pull knives to defend a pair of gloves worth 12 gold. If the items he needed were more rare and valuable it would put a little more gravity to the decision, but since magic items are a dime a dozen already in act 1, it just doesn't feel like a tough decision.