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Turn based is recommended unless your mini army becomes a powerhouse.
Or pick male elf and amass a harem.
What you'll get here, is the very beginnings of that kind of system, in a similar vein to how you would find it, in Fallout 1 & 2. roleplay came directly from stats rather than from race or gender or any of that.
Does this make NPCs follow you around beyond your party limit? This would be a very interesting way to play - talk your way to success, just like the original Fallout 1 & 2 (as mentioned above).
Not sure what you are talking about to be honest. Which games actually do this?
As far as I am aware Arcanum is still one of the best, if not the best in terms of dialogue reactivity. It just doesn't display what is being checked.
A: "I will do this thing you ask"
B: "Eat my starfish you ugly cur"
Choose A and it goes to response X (continues dialogue).
Choose B and it goes to response Y (OMG SHOCK)....then to reponse X and continues the same. Fake choices that do nothing.
So much of RPG dialogue became this and it's easily tested. You can often detect it without testing due to the way they have to write the dialogue itself (especially in the age when it's frequently voice acted) as so open and vague as it must be to funnel all the possible fake choices or paths into one single bland response and railroad result that tries to not look out of place no matter what you've said before. It rarely matters much at all, only the most thin and cosmetic of mentions might be included by dropping in some strings to check and add [player class] and [player race] to a line to make you think it cares. "I'm so glad a [WIZARD/KNIGHT/PLUMBER] has come to help our village. We don't see many of your kind here, [DWARF/ELF/HAMBURGLER]". Or they do the small paper thin quest for each one (plz replay to add hours to this game because that ten minutes quest is totally worth playing it all again). You can count on one hand how many would actually weave through the game these things in some meaningful way. Most games don't do dialogue (or even story) well at all and don't like to do branching content or let the player truly off the leash (which Arcanum really does allow for a highly unusual degree).
I find the idea that "modern" games were somehow the age of responsiveness and good dialogue very funny.
Sad thing is even more action RPGs like the first couple of Gothic games, especially 2, had more reactiveness and depth than most the modern "classic" style and supposedly dialogue heavy games.
Hell, even THEN it's got a little bit of a gloomy cloud hanging over it unless you're an elf. Due to the whole "she'll outlive you by centuries" thing.