Also, I just rewatched that battle, which I did not remember all that hotly, and rolling on the floor laughing my ass off, what the hell is the big deal? Letho uses Aard on geralt (not a "TK bolt of divine proportions"), big whoop, then he escapes even though he seemingly could have taken geralt's life.
Acting as a coward is indeed "seemingly could have taken" (!?) ... but he didn't because he had a spa meeting around that time. Massage before fights. Cool dude.
Well, the whole charade is basically a very common plot device, where the player gets to meet with the villain, have a nice chat and a friendly fight before the villain disappears in a cloud of smoke. It happens in a lot of games, BG2 for example. And this is contrary to where the (true) villain just pops out and says BOO towards the end (well executed in bioshock). I guess they could have made it an auto-lose battle, which games sometimes do, where the villain then spares his life, or something unpredictable happens that otherwise saves the hero his life, but that carries with it people that will try to reloading prematurely again and again before realizing that they are supposed to get the alternative alternative-you-win-death-cutscene at the end of the fight, because who likes to sit around for the death cut-scene? It's just another way of doing it, and I don't see what the big deal is really.
It's badly done even if it's a very common plot device. They could, but they didn't.
Anyway I used this situation to illustrate that a lot of praised C&C moments were nothing more than fluff. Which is quite alright, unless you put TW2 on some kind of pedestal and call it the poster-boy for C&C.
Especially considering it was just a random choice IIRC. There wasn't any logic as to why one dialogue or another would lead to getting that coin.
There is a second way to get that coin (
http://witcher.wikia.com/wiki/The_Butcher_of_Cidaris). It's definitely possible to get both coins and I think there is probably a 3rd way to solve the Conspiracy Theory quest. Which is good and somewhat confusing.
Anyway, the point is you didn't play the game in the way it was designed: the dialogues are not longer about choices and stuff, they are actual mini-games which exists for the sole purpose of simulating choices and stuff. [Thank you Bioware for the dialog wheel. Fucking scum.]
That's why the dialogues from Fallout are superior to what TW2 is throwing at a gamer - they simply separated the fluff part from the decisional part. The dialogue lines were simple and concise, when on the other hand, Freud would probably have problems reading the *innovative* lines of TW2.
Also this *innovative* dialogue system is self-defeating because skipping dialogues in TW2 becomes a valid way to play the game. Why would someone pay attention to the dialogues, if in the end it doesn't matter and there is no way to say what you want to say?
Cause it happened several times when the selected dialogue option triggered a totally different *spoken* version of it and in the end it simply forced a narrative path. How could this be a proper RPG game when you are not allowed to say the same dialogue line that you have selected?
ME did educate people in this regard, but this mechanic is misleading and shitty. Also it breaks any coherent storytelling experience. Even if dialogues lines are equivalent to thoughts, it makes no sense to read something and say something else.
And this is what outrages me, ME sucks because of the same mechanics, but TW2 is brilliant because they've added quality fluff (!?) This is not directed towards you (phelot) but Codex knows better. And the simple truth is that when analyzed - TW2 is not far from ME, which means is quite far from a good RPG.
It has potential, but that's not enough. I had fun with it, but if TW3 is the same. I don't know.