Avowed has frequent special dialogue options to express different sorts of personalities. But they have minimum requirements of different character stats. And those characters stats are strongly geared towards very specific combat approaches and weapons.
I was enjoying using a gun in combat. But in dialogue I gravitated towards dialogue options that required points in the "Resolve" stat. The bonuses from that stat are not really relevant to the gunplay combat style. So I was forced to choose between building for combat or building for dialogue.
If every stat-gated dialogue option had instead just been freely available, I don't think it would have diminished the experience in any way. Plenty of times I had special dialogue available and I passed it over for one of the standard choices. Because all options were well written and interesting!
RPGs should let our stealth archers talk like surly intimidating meathead, and our club-wielding barbarians pontificate upon the finer nuances of alchemical humors if that's how we as players would like to portray them.
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