New Mechanic: Battle Dialogue System!
In RPGs ranging from
Morrowind to
The Witcher and
Baldur's Gate 3, we've all noticed that characters often throw lines at each other mid-combat. These lines typically don’t affect gameplay but can enrich the atmosphere of a battle.
But what if those lines
did affect gameplay?
What if an insult could actually weaken an enemy- lower their confidence, apply debuffs, or even stagger them under the weight of your words?
For an action RPG, this might be impractical. But in a
turn-based RPG- why not?
The Core Concept
While developing the core systems, I kept returning to this idea- its practicality, and its aesthetic impact.
The resulting
Battle Dialogue System (BDS) in
Re:Rapture does exactly that. It allows both players and NPCs to use battle dialogue at strategic moments. Each BDS action is treated like a standard skill, but functions differently.
The system opens up
a wide range of tactical options, divided into several categories:
1. Ask...
Ask the enemy a question to gain information- if they choose to respond. Hostile or hateful NPCs may outright ignore you.
Through direct questions, you may uncover unique traits or weaknesses of a specific enemy (more on this in the “
Persona - Enemy” overview later).
This category is purely informational.
2. Mock...
Mock, taunt, and ridicule your opponent to shatter their confidence. This may lead to increased misses, lower damage, or even cause them to collapse emotionally.
We'll return to this later when discussing NPC stats like
Fear, which this category directly affects.
This category is especially useful for
Warriors and
Dominant Seducers who rely on control and debuffs.
3. Offer...
Use this category to initiate diplomatic tactics.
You may offer the enemy gold, food, items, rare objects… or even your own body.
Some enemies may be swayed by coin. Others may just want a meal.
In exchange, you gain
Authority Points, which can be spent during battle.
This is ideal for more negotiable characters but also opens the door to
cruel manipulation.
4. Request...
This category builds on
Offer, allowing you to demand things in return for
Authority Points.
This might include simple commands like “back away,” or more complex ones like forcing an enemy to destroy their armor, switch positions, initiate a submissive pose (even if they normally wouldn’t), or surrender altogether.
Some characters simply won’t agree to certain things under any circumstances. This is especially true for named or story-important enemies rather than standard NPCs.
5. Seduce...
Words can arouse just as well as actions.
This category focuses on
arousing the enemy and
exploring their preferences.
Subcategories & Tags
Each main category includes
subcategories for more specific, organized phrase management—especially useful as the number of lines increases.
Mock Subcategories:
- Humiliate – Undermines the enemy’s mental balance, weakening their decisions and keeping them in a state of emotional suppression. Some enemies may even enjoy this.
- Insult – More aggressive, increases Fear and Aggression, applies strong combat debuffs.
- Provoke – Aggressive “Offer/Request”-style lines that don’t require Power Points.
Can provoke rash attacks or sudden defensive reactions.
Offer/Request Subcategories:
These group lines by the object being traded or demanded.
Seduce Subcategories:
- Tease – Focuses on your body parts.
- Flirt – Focuses on the enemy's body parts.
Both work closely with the new
Lust Map and
Hidden Kinks mechanics. More subcategories and lines will be added over time.
Phrase Progression
Many lines are available from level one.
Others are unlocked through
character progression.
Some lines are tied to
discovered or purchased books.
Mechanics & Skill Checks
Dialogue phrases are technically
skills with unique mechanics.
They typically only cost
Action Points, making them a great stamina-saving option.
However, some phrases also require
skill checks—especially in categories like
Request or
Seduce.
Charismatic characters will have a higher success rate.
Skill Check Formula:
1d20 + Charism/2 (Speaker) vs 1d20 + Charism/2 (Listener)
Buffs and clothing will influence the outcome.
The Purpose of BDS
BDS is an excellent addition to the basic mechanics, providing tactical capabilities and variety, as well as introducing a new level of immersiveness, however, there is still work to do on this.
Future Development
- Full voice acting for phrases.
- Implementation of Statements and Engagements, with expanded NPC reaction depth.
- Addition of new practical categories.
- Visible chances for skill checks to help players plan moves more precisely.
Thanks for reading this rather large post 
Next time, I plan to talk about the mechanics of Persona - Enemy, where I will talk about the innovations regarding the NPC, its work, features and interaction possibilities that I have never mentioned before!