Personally, I don't care much for individual gauges, bars, or wheels to tell me if my character is good or evil, or neutrally grey in the middle. In Origins, I felt it gave enough choices to define the morality of your character without a handy guide telling me what my morality is. I like to just let my choices guide my character rather than try to rack up points in a set bar like in Mass Effect. [...]
I totally agree. Personally, I am not a huge fan of the Paragon/Renegade system either. That's why I would really like to find out more about the dialogue wheel in DAI.
I seem to recall there being a change to the tone system that was used in DA2. I think it's Noble, Witty, and Direct now, with the possibility of choosing how to react to certain emotional situations that will change the dialogue, such as neutral, angry, etc.
That sounds interesting. I googled a bit and found this article that explains it a bit more detailed (funnily enough it gets its information from the forum here):
[...]
Certain situations will also see the arrival of a reaction wheel, in which players can choose how their characters will react to a situation, not just say something about it. Standard options such as Stoic, Sad, Confused, Enraged, or Surprised are present in these situations.
While the dialog wheels will once again display a short paraphrasing of the actual statement that is uttered by the character, if you hover on some of them, these will get detailed. The full statement, however, won't be displayed in any case.
In Inquisition, there are three major tones to the responses offered by players, in the form of Noble, Clever, and Direct. These replace the tones from Dragon Age 2, which were Diplomatic, Humorous, and Aggressive, largely because they didn't exactly convey what the player was going to say in a situation, according to Gaider. [...]
Source
I like the part about the reaction wheel. Ideally this could mean that you can show real compassion for your companions (or other characters), for instance. I really wish they would show the dialogue/reaction wheel in action.