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The empathetic perk is not a magical tool - it only gives you a rough hint at how you compare with the NPC and helps deciding which one has the best chance of success. For instance if you have a speech higher by 2, but a charisma higher by 10, using the charisma option in a dialog may have a better chance of succeeding.
You can be a perfect orator, charming and intimidating, but make the wrong argument to the wrong person and at the wrong time and get completely shut down.... or you can be a blithering 1d10T failure barely able to get out of your own way, but your desire aligns with what is going to be done, if you'd only shut up long enough to let it happen...
Lots of rpg systems that clash and don't mesh well with each other in this game, not only with the speech checks but also with the combat.
Definitely feels like padding and railroading in tricks of the trade though and this is where the "It's just like real life!" explanation makes no sense; a blacksmith telling a blacksmiths apprentice that he must have never been around a forge when said apprentice describes tempering makes no "real life" sense. Besides, in real life we form sentences, we don't pick what we are going to say from a drop-down menu. Also I've seen videos of people passing that speech check (with a start of 20) so it isn't so much that you're saying something idiotic that could never be believed, feels more like the developers wanted to have a "if you're far into the game you can get a slightly different outcome and shorter quest, if you've only been playing a few hours, do some pointless work remembering a nursery rhyme"
Yep. On the bright side some things can be fixed with mods. Honestly a lot of decisions seem to have come from the "idea guy" such as the need for a specific save game item, which is more of a survival horror staple than anything else and it clashes with just being able to quit the game and you've got a save you can go right back to, or you just mod around it.
A lot of stuff feels like it's been added on and layered to the point where the developers have trouble explaining how systems even work and most "does x affect y" forum threads usually have two opposite answers. Makes some sense given that it's a kickstarter game and a lot of things were probably added in last minute, leading to a number of different (and often hidden) stat modifiers on top of one another.
Hopefully KCD2 which is in development (at least according to a mistake made by a voice acting talent agency) has a better management structure. Though some of the charm of KCD is its weird half buggy nature.
A 'social compass' in the sequel would be much better than precise stats. Half the time the things you say barely correspond to what you choose, or there could be a far better way of saying them. Listing numbers then having you lose anyway because what you made sense in the developer's head isn't the best way to do things. A "which am I least likely to fail" perk would have been better.