So what was the rationale behind no negative consequences for dialogue checks? Were you trying to save the player time and clicks by making it so they didn't have to reload after trying a failing dialogue check and getting pulled out of dialogue and into combat?
Some people are incredible. JE Sawyer already said this resembles somehow the system in F3. Meaning, if you fail some of them the respective NPC might, let's say, attack because of the situation. So it's not completely devoid on consequence. Actually, it looks pretty much as the system in F3. Charge more caps, fail, no consequence. Beg not to be attacked, fail, be attacked. Get it?