different magic paths?

Post » Mon Jan 18, 2010 8:03 pm

I agree with minors capping at 75 (50 is too low), that way majors are way important, but I can still be really jack of all trades. 100 is really unecessary for a lot of stuff anyway. But I should be able to raise it to 100 via magic!
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Euan
 
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Post » Tue Jan 19, 2010 3:29 am

Magic in ES is not morally or emotionally based but based purely on the casters skill, knowledge and focus on the spell. Spells are based on the casters control and knowledge of the chaotic flow of magica. And major skills (sort of) represent something that your character is simply good at, something he/she has an innate understanding for which is why they advance faster than minor skills. This doesn't mean that your character would be immediately incapable of mastering minor skills, it just takes more work because it's something he/she isn't fully familiar with. Capping skills just stops the player from becoming the supernaturally skilled hero that one has been able to become in previous elder scrolls games. I do agree with skills being necessary to advance in guilds but I would like it to be built in to the quests rather than a simple check that a number of skills is over the necessary threshold as was the case in Morrowind. Freedom is one of the selling points of the Elder Scrolls and the player should be allowed to play any type of character any way they want. Game balancing is not all that big of an issue in a single player game where the point is to become a unstoppable champion of justice (or terror if that's more your style). And if the game is too easy for a maxed out jack-of-all-trades then there is allways the difficulty slider (probably). And in the end role-play and mods if need be.
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Milad Hajipour
 
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Post » Tue Jan 19, 2010 4:38 am

Yeah, something like this.

I kind of want each class to come with its own special ability. Kind of like how Races and Birthsigns grant a special power(s). Maybe a spell, or a passive power. If you make your own class, you can choose from the complete list o' stuff.

I guess you could think of it like feats. When doing character creation, you can pick out from a list of a few feats. I think it might add something special, make the character more unique, add a little spice to gameplay.

Likewise, I think there should be some spells that you can only get if you join a certain faction, or from a certain quest.

While I do like TES's freedom of having access to most everything, it would be nice to have that extra special something for the style of gameplay (skillset -> class/faction) I choose for my character.
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Alisia Lisha
 
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Post » Mon Jan 18, 2010 2:38 pm

No limits they just need to alter the skill progression so that it is more in line with the natural progression of the game... you never have to train all of your skills but if you spend enough time messing around you should be able to train everything. I dont want my choices limited to classes.. it limits customization. I dont understand why if you spent enough time just training everything you wouldnt expect the game to be easier for some reason because of it.
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krystal sowten
 
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Post » Mon Jan 18, 2010 6:17 pm

yes I like.

I want to have unique spells if I'm a necromancer, or a wider array of magics if I'm a wizard, or more elemental spells (fire wave, blizzard...etc) if I'm an elementalist.....etc

I hate the I'm an uber warrior/thief/mage crap
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Cat Haines
 
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Post » Mon Jan 18, 2010 2:07 pm

Vad, that's too generalized for TES.
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Angelina Mayo
 
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Post » Mon Jan 18, 2010 6:15 pm

I like the idea that if you join the Dark Brotherhood you should be kicked out of the thieves guild, or if you are found using Necromantic magic you should be kicked out of the Mages Guild, but this isn’t Star Wars, and magic isn’t the force. You should be able to use whatever magic you are capable of, and face the consequences of that.

EDIT: Maybe have a branching knowlege of magic. So if you use mostly Necromantic magic then you learn more (dark) magic. But through pure power leveling and training you should be able to use everything.
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Ross
 
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Post » Mon Jan 18, 2010 9:50 pm

No... This ain't fable.
A Mage should be able to cast necromancer spells if he wishes to. And a necromancer should be able to cast whatever a Mage can... Getting kind of sick of all these black/white mechanics people want.
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Spencey!
 
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Post » Tue Jan 19, 2010 12:19 am

so maybe have the opportunity to learn all the spells although you are going to have to make sure not to use certain ones around certain guilds. this works cause the bad guys in oblivion were using black soulgems literally right under the noses of the mages guild. they got the knowledge somehow but went unknown among the mage guild members cause they didnt use it in public.

perhaps make it so that there are some renegade mages scattered around that will teach you "off limts" spells for a steep price. however if visit them too often or learn to many of the spells then the guilds could get suspicious. "why does Bob keep heading towards the Vulcan mountains all the time..........isnt that where the rogue mage Spock lives....you better keep an eye on him" limit it to one visit per game week or month to not alarm anyone.

there were already a few restrictions on learning spells in oblivion as it was. you couldnt learn wizards fire unless you attained a certain rank in the mages guild...........well why arent people complaining that its unfair for non mage guild players to not have that spell. why is it implausible for the necromancers guild to have spells that other mages wouldnt know about...........it is their speciality after all. i dont have a problem with every mage being able to do the basics of every school just like every chef should be able to make a decent fish or steak dish, however chefs tend to specialize to some degree and it makes sense that mages in guilds specialized as well. i dont expect every chef to make pig snout soup as deliciously yummy as the chef who does mostly french cooking.

i cant tell you how much better the gameplay was when i was fighting necromancers and it actually felt like it. prior to that they were just generic mage A, B, or C with a different robe put on in the CS.
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Nicholas
 
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Post » Mon Jan 18, 2010 4:54 pm

I mentioned it to other threads myself, i agree completely, check the "magic the gathering" system how much advanced it is, if they would take atleast some elements from it, it would make things a lot more interesting, here s the page with the five colors http://www.wizards.com/Magic/Multiverse/Colors.aspx of course you cannot be all colors, because some colors oppose the others, black magic and white magic cannot go together for instance, but you have many variations of multiple combinations, like earth, water and black magic or fire, earth and white magic

This is kind of off-topic, but you are wrong, back when I played MAgic (like three years ago) a friend of mine had a deck with all the colours, and it was very good. In fact there are cards that need all the colours. You are also wrong about the black and white thing. I had an incredibly good white and black deck, and they sell many black and white pre - made decks. And also, this is not Magic: The Gathering, this is TES. I am not against borrowing from other games, but I don't think they should take ideas from a card game

Anyway, I don't like the idea of being limited to spells based on class, they should be limited based on skill. If I have a low Conjuration skill and a high Destruction skill, I shouldn't be able to summon the most powerful creature.
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josie treuberg
 
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