I suppose what I don't understand about this argument is why the opposing player should have a "no thanks" in the first place. It's the Slaanesh player's battle trait. The main benefit is supposed to be in their favour.
Cuz it's a reward-but-at-a-cost style mechanic, or at least it's presented as such.
Thematicly, and mechanicly a no-thanks option should exist.
Also, the benefit should still be for Slaanesh as the cost should be greater than the temptation.But getting that balance right in a competitive type game (even for a casual level, casuals still want to win after all), while still being able to convince the victim to take the bait is difficult. Especially when the reward and cost are fixed values, because in a competitive setting people will figure out if the reward is worth the cost.
Imho, mechanics like this belong in more roleplaying focussed games, and don't work as well in competitive focussed games.
The way I see it, the offering of a 6 is to offer the opponent a way to choose a lesser of two evils. Which decision is more beneficial to them might be obvious. But they're not necessarily going to know which benefits the Slaanesh player most. Maybe they're trying to weaken this unit with MW for an easy tactic next turn, or maybe they're fishing for DP so they can summon something.
Sure, just a couple of caveats.
1) Making it a choose-between-two-evils type mechanic is a different type of mechanic, and loses the thematic nature.
2) The fact that choosing the damage option allows Slaanesh to "tempt" again, because for some reason choosing damage doesn't consume the dice, is kinda weird. As it means that choosing the damage is equivalent to giving Slaanesh a free, reusable comet call. At minimum it should consume the dice, even if it's a choose-between-two-evils type mechanic.
3) Getting 6D6 deprevation points seems like a lot, given that the table only seems to go to 36.
4) It still needs some limitations, having it proc on every failed roll is simply kind of obnoxious, and like I pointed out earlier, basicly blocks minor units from fighting as they'll do more damage to themselves than to Slaanesh.
5) The "reward" of the free 6 is completly meaningless, as Slaanesh can simply make sure to only offer it when its value is limited if not completely useless.
At the very least it's forcing player interaction in a better way than, say, Tzeentch destiny dice ("Actually, I'm going to use this 1 so you fail that save. Sorry sweetie.")
Aren't destiny dice limited to your own troops?
There's a lot of room for mind games which I quite like.
I disagree, no decent player is ever going to be "tempted" by a free 6 on an insignificant roll.
Similarly, no decent Slaanesh player is ever going to offer that free 6 on a crucial roll.
So there's simply no room for mindgames, because the temptation that's supposed to be the core of the mind-game simply isn't really there in practise.