Meltemph wrote...
I wish conversation skills and where they lead to, would be based on your stats. For instance intimidate/bully based on strength/constitution, diplomacy/lie based on charisma/cunning, and ect. That way the classes themselves would differ from how one would handle the situation, based on ability. Then perhaps an ability that increases these effects for each class.
That's actually the way things were handled in Origins. Though with four points in Coercion stats became irrelevant, before you were able to select that fourth point, your Cunning or Strength skill played a part in Persuade and Intimidate, respectively:
Persuasion = (25 * Coercion_Tier) + (Cunning - 10)
Intimidate = (25 * Coercion_Tier) + (Strength - 10)
These numbers are matched up with difficulty checks in multiples of 25: (e.g. Low: 25, Medium: 50, Hard: 75, Very Hard: 100).
As an example: with two points into Coercion, one would be able to pass all Persuasion and Intimidation checks at or below "medium." However, again at two points into Coercion, one would be able to pass "hard" intimidation checks if one had at lest 35 Strength or, obviously, one would be able to pass "hard" persuasion checks if one had at lest 35 Cunning.
Once one was able to place four points into Coercion, that first half of the equation equates to 100, and any check is able to be passed regardless of Strength or Cunning. This is perhaps where some improvement could be made.
Finally, I wouldn't discount other skills in Origins as being "not worth it." Typically on my tanks I pick up Combat Training (obviously) as well as Poison-Making, because bombs are an excellent source of AoE threat when Taunt (inevitably, it seems) fails to...taunt.