leveling system in skyrim?

Post » Wed Jun 30, 2010 9:24 pm

i would hate to see Attributes go. a nerdy bosmer mage would be able to carry as much as a 2handed axe wielding berserker orc and run as fast as a kahjit and can have as much stamina as both. without attributes, you could conceivably be a pure melee guy with more mana than a pure mage and a pure mage with more mana than the pure fighter.

with attributes, if your character swings an axe the whole day and carries around a heavy suit of armor, he'd be stronger and meatier than others, as well he should be. if your character spends his day mumbling arcane words, he should have more mana and if the only lifting he does is lifting a potion to his lips, he should be nowhere as hardy.

just choosing health, mana or stamina means your character has stats that you want him to have or that you think will make him more effective. you dont end up with a character with stats resulting from how you played, which is how TES traditionally works.

what failures the attributes system had imho were solved by nGDC and similar leveling mods that Beth really should take a good look at.

I agree with you that attributes should be kept; it might also be an idea that the amount of stamina, health and magic you gain is determined by attributes somehow. However I think it’s nice that the +1-5 increase on level up is gone, let attributes increase on use of skills. As this is automatic, we can use fractions so two hands weapon raise strength 0.6, one hand raise strength 0.4 and speed 0.2.
I also like the idea of choosing health, magic or stamina yes you can raise health but magic would be more useful but if you die a lot you might want more health. You might also want some stamina to run away. :bolt:
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I see one potential problem with the new system, as all skills are major the game will get harder if you raised crafting skills much, alchemy as a major skills was dangerous in Oblivion, the same was true for a city thief.
Now this will be a lesser problem in Skyrim with the exception of random encounters as you can still fight well in lower level dungeons.
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Andrew Perry
 
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Post » Wed Jun 30, 2010 9:54 pm

I also like the idea of choosing health, magic or stamina yes you can raise health but magic would be more useful but if you die a lot you might want more health. You might also want some stamina to run away. :bolt:

have you used the ngcd mod? it made attribs level automatically with skill use. none of this 1-5 micromanaging fiasco.

the problem with selecting health, magic or stamina at level up is that you can still end up with a character that isnt consistent with the way you played, just like in experience and skill point based systems.
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Hayley Bristow
 
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Post » Wed Jun 30, 2010 11:16 pm

Simple solution: have stamina affect encumbrance. Or just make encumbrance based on a combination of heavy armor and two-handed or something. Sure, choosing health, magic, or fatigue at level up removes their link to getting better based on actions alone, but I think it's more important that the restrictions are no longer there. Before you couldn't get any more magic once your intelligence was at 100. Or you could never get your full potential for health unless endurance was the first attribute you raised to 100. It's a trade off, but a good one I think.
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Austin Suggs
 
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