I suppose a more combat-centric build would handle those moments easier.
Of course, even though the demo (I´ve played only the first version) had some combat scenarios which could give fits even to combat specialized characters
.
I think that some stuff in the demo was a bit too difficult (mostly not combat though imo, but the text checks), but I´m sure the game got some rebalance since then.
However, I really like the approach to difficulty in general - character development plays a major role in the game so it´s good that right from the beginning the game screams "take character development seriously".
I also suspect the demo areas may not be very representative when it comes to success of hybrid characters - one just has to specialize to overcome some of the early challenges, but once some skills are built well enough, possibility to branch out will probably open up.
Also, judging by the demo, building a hybrid from a combat class might be more straightforward. I had a reasonable success with assassin, for example. First I´ve upped one offense and one defense skill, then added crafting and in the latter parts of the demo I already had quite a few spare points to invest into dialogue skills, not to mention body count which also allowed me to complete few quests without combat.
The issue with primarily diplomatic characters is obvious - in dialogues they don´t get the benefit of player´s skill, unlike more combat oriented classes who do in fights.
A failed check in combat may mean one hit missed, but a failed check in text may mean death (or impossible fight).
Hopefully more text options and changes to dual checks will alleviate this somewhat.
I´m also curious how the alchemy system will turn out.
I was definitely drawn in by the writing,
Me as well, the style is refreshing.
Even though I expect strictly diplomatic characters to be most boring to play (least gameplay variety), I´ll still try to take one or two through the game since this character types will likely get the most out of the story/writing.