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For personal use I run a modified sentiment check which is much more restrictive, so you get relationship changes less often (almost never). A weary glance does not turn someone into your enemy, a nice word does not turn someone into a devoted friend, relationships remain neutral much longer and only develop over the duration of a campaign, normal business and everyday interactions will usually produce no changes at all.
Is that something people would want me to include here? Or do you like the current system, which is more... responsive/volatile?
At least the main part seems to work fine and as expected for everyone, that is good to hear.
Trying to figure out what might happen there, because in my own testing as a generic young adventurer I was hit pretty hard by enemies, but the new prompts might be biased to favor your narrative role over game mechanics a bit more.
But when this happens as a regular fighter against (lore-wise) stronger opponents, I have little idea what might cause it. Maybe I need to remove the combar instructions after all, if they behave so strangely for some.
Again, might just be the difficulty of the base game being weird.