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Kelos

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  1. Personally I'd like a bit of a mix for the first section, I like having the extra flavour of the descriptive text but it can detract when it's right in the middle of a sentence. Maybe to strike a happy medium have both descriptive text and dialogue but split when it is displayed, so alternate between the words that are said and the actions that go with it. As for the second point, this is one thing that does niggle at me when it's poorly implemented. I dislike the style where if you have spent so many skill points in a skill then you get an extra dialogue option that declares that you can use it because you meet the prerequisite and pressing it is highly likely to have an advantageous outcome compared to any of the dialogue options. Similarly I dislike being told that I failed at a rational argument because the Random Number Gods said so. What I would like is to have visibility of all the dialogue options and the skills that would be used for them, but no way of knowing if I meet the prerequisite other than my own sense of my character. If I'm chasing a character through the rooftops then I have a pretty good idea of whether it's a good idea to try and jump a gap based on if I'm playing an acrobatic thief or a warrior in full plate so I can make my own judgement. What the system is behind the curtain could be as simple as meeting a prereq or as complicated as taking into account reputation (in dialogue), past actions or equipped items etc, but I'd like to be given multiple options using a variety of skills and decide for myself what the best course is.
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