Characteristically Evil: Part Four

Post » Tue Sep 20, 2011 11:38 am

My first point isn't a huge issue but I'd still like to point it out.

Now, I for one really like what Bethesda did for the new magic system. I don't like how spellmaking is out, but there's nothing we can do about that. But one thing that did get to me was the fact that every spellcaster depending on their faction cast nearly the same spells. Necromancers would almost always conjure an undead monster and run from the player, conjurers would either conjure a monster or use a bound spell, and other mages would more often than not stick to destruction. Why not give the more powerful spellcasters some really different spells? For example instead of the basic vanilla magic the player gets they get magic that is specific to them. I know that necromancers got a good magic buff, but what about the others? I just think it really takes away from the immersion if you know exactly what the spellcaster is throwing at you the whole time.

Another thing I'd like to see is curses. Like physically-affecting curses. All the time in Oblivion you'd hear "I saw a wraith once, put a curse on me I'll never forget." But what really happened to this person? Whenever you fight a wraith, all they do is silence you for a bit and give you a few whacks with their sword [unless they're strictly spellcasting wraiths]. What if they really put a curse on you? Think of it like diseases in Oblivion. You get bitten by a rat, you contract a disease that ruins your fatigue or something. What it the same can be done through a spell or enchantment? Here's an amusing scenario: You exit an old crypt with some great loot. A ring you found happens to make you invisible. But in reality, only you can't see yourself. Or maybe some real bound gear, like a helmet that you can't take off without the proper spell or quest. And how about alchemy? Say you're not really that good at it but try it anyway, and it goes horribly wrong. The healing potion you tried to craft was really a poison that almost kills you, or maybe an explosive that burns down your house. These are just some examples of what can be done.

Thoughts?
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naome duncan
 
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Post » Tue Sep 20, 2011 12:29 pm

My first point isn't a huge issue but I'd still like to point it out.

Now, I for one really like what Bethesda did for the new magic system. I don't like how spellmaking is out, but there's nothing we can do about that. But one thing that did get to me was the fact that every spellcaster depending on their faction cast nearly the same spells. Necromancers would almost always conjure an undead monster and run from the player, conjurers would either conjure a monster or use a bound spell, and other mages would more often than not stick to destruction. Why not give the more powerful spellcasters some really different spells? For example instead of the basic vanilla magic the player gets they get magic that is specific to them. I know that necromancers got a good magic buff, but what about the others? I just think it really takes away from the immersion if you know exactly what the spellcaster is throwing at you the whole time.

Another thing I'd like to see is curses. Like physically-affecting curses. All the time in Oblivion you'd hear "I saw a wraith once, put a curse on me I'll never forget." But what really happened to this person? Whenever you fight a wraith, all they do is silence you for a bit and give you a few whacks with their sword [unless they're strictly spellcasting wraiths]. What if they really put a curse on you? Think of it like diseases in Oblivion. You get bitten by a rat, you contract a disease that ruins your fatigue or something. What it the same can be done through a spell or enchantment? Here's an amusing scenario: You exit an old crypt with some great loot. A ring you found happens to make you invisible. But in reality, only you can't see yourself. Or maybe some real bound gear, like a helmet that you can't take off without the proper spell or quest. And how about alchemy? Say you're not really that good at it but try it anyway, and it goes horribly wrong. The healing potion you tried to craft was really a poison that almost kills you, or maybe an explosive that burns down your house. These are just some examples of what can be done.

Thoughts?



i was never a spellcasting type, but if enemies could place a curse on my character that would be pretty cool.
it would make every potential encounter out there really deadly! sounds good.
"acorns?.........there magic, anything you throw them at turns to stone"
:wink_smile: ely
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TOYA toys
 
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Post » Tue Sep 20, 2011 10:39 am

"acorns?.........there magic, anything you throw them at turns to stone"
:wink_smile: ely


Ha, great scene! Some magic acorns would be great in Skyrim!
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Kit Marsden
 
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