It’s been indicated that the player can choose a bump in health, magicka, or fatigue each time their character levels. By extension, it might be extrapolated that the character’s health, magicka, fatigue, and encumbrance are no longer “derived” attributes, which means they are no longer calculated from the character’s main attributes (i.e. from strength, endurance, willpower, etc.). This opens the door for elimination of attributes… or at least a minimized role in the character’s creation and development.
Further, one of the many reasons Redguard has been my preferred race has always been due to the useful racial bonuses, which are partly reliant on attributes:
Adrenaline Rush (Greater Power)--
All of the following for 60 seconds on Self, once per day…
Fortify Agility 50 points
Fortify Endurance 50 points
Fortify Speed 50 points
Fortify Strength 50 points
Fortify Health 25 points
Resist Disease – 75% on Self, constant
Resist Poison – 75% on Self, constant
This is true of Orcs also:
Berserk (Greater Power)--
All of the following for 60 seconds on Self, once per day…
Fortify Fatigue 200 points
Fortify Health 20 points
Fortify Strength 50 points
Drain Agility 100 points
Resist Magic – 25% on Self, constant
__________
What do you think will be the role of Attributes? How might the racial bonuses look for the races affected by changes to attributes? What other information/ ideas/ thoughts/ concerns do you have regarding these topics?
One thought: It’s been indicated by Todd Howard that Bethesda wants to make each race more distinct and meaningful – to make it a more important decision when you start the game. Could attributes still exist, but remain static? That is, each race has pre-determined attributes that cannot be changed. I think this would actually work and would help to make each race (and gender) play differently. This would also allow attribute-based bonuses to function as normal, wouldn’t it?
Would like to hear other peoples thoughts and ideas…