Master attributesskilll suggestion

Post » Sun Sep 30, 2012 12:38 pm

With the motto United we stand, divided we fall, I initiated the much anticipated community project http://esv.wikia.com/wiki/elder_scrolls_v_suggestion_wiki, aimed to collect the communities finest suggestions for the next game.
I must really stress that anyone wanting to help with this project must read and follow all directions given on the main page, otherwise this project will end up as an unorganized collection of individual ideas (the suggestion threads, anyone?).

As the title of this topic suggests, this is a thread exclusively for the discussion of improvements in or overhauls of the skill system (maybe altering the attributes as well).
In this first thread we will look for a few strong suggestions for this topic. After a while, we will hold a poll to see which system has gained the preference of the community.
Given the ridiculous amount of small differences some people want to make between their and someone else's system, I will be very strict on this and will only accept a maximum of varieties (further details you want to see different from already presented systems must be discussed as part of that system, not presented in a new one):
  • Your system is unique in it's approach.
  • One system breaking up combat into different weapon types will be allowed. (But keep the whole system in balance and hold other people's desires into account.)
  • One system breaking up combat by attack style (slash, stab, chop,...) will be allowed. (Same applies as above.)
  • If there is enough support, a system only adding a new Axe skill will be added. (Though realise this is hardly worth fighting for.)

Guidelines:
  • Only completely worked-out systems will be accepted. Don't come in here with a system overhauling combat alone, while having broken the balance of the rest.
  • All technical details must be addressed too. (If you use "sub-skills", explain how they will evolve and stay balanced.)
  • The system needs to be balanced, both between fighter-mage-thief, as in the attributes used to govern things.
  • The system must be easily explainable and not have too much micro-management. Otherwise there is no chance Beth will implement it.

Only I decide which ideas get in the poll, so you better listen to these guidelines above and also to other people's suggestions to make it better. (Talk WITH each other, not NEXT to each other, posting similar ideas. Cooperate.)
My own suggestion, http://esv.wikia.com/wiki/Trinity_skill_system should serve as an example of a well executed idea. Suggestions to tweak it may also be posted. It will also be accepted to the poll by default, though that shouldn't trouble anyone.

Systems accepted to the poll
  • The http://esv.wikia.com/wiki/Trinity_skill_system, supported by the http://esv.wikia.com/wiki/Hidden_skills idea
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Francesca
 
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Post » Sun Sep 30, 2012 12:39 pm

Good idea.

Mcuh 8etter than the TESV ideas and suggetions dumpster.
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Angela
 
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Post » Sun Sep 30, 2012 5:13 am

Here's what I would do for a skill system. It doesn't really have any new features to it, but I think it would have a fair chance of working:

Combat Skills

-Sword (Strength): Governs the use of long swords, short swords, claymores, katanas, and dai-katanas
-Hafted (Strength): Governs the use of axes, maces, and hammers
-Hand-to-Hand (Speed): Skill at fighting without weapons, with 'fist weapons' (brass knuckles, spiked gauntlets, etc)
-Polearm (Strength): Governs the use of spears, halberds, and staves
-Plate Armor (Endurance): Represents the ability to move freely and defend oneself in all plated armor
-Mail Armor (Endurance): Represents the ability to move freely and defend oneself in all chain or scale armor
-Block (Agility): The ability to block with a shield, or parry with a weapon
-Armorer (Endurance): The ability to repair broken weapons and armor
-Athletics (Speed): Governs the ability to run or swim quickly, the ability to do so while carrying heavy weights, and running's effect on fatigue.

Magic Skills

-Destruction (Willpower): The manipulation of energy with magic; usually for offensive purposes, such as fireballs
-Alteration (Willpower): Altering the composition of inanimate matter with magic
-Restoration (Willpower): Magic directly affecting living things; usually for purposes such as healing
-Illusion (Personality): Altering the perceptions of others, either through false constructs of light and sound, or by directly effecting their minds
-Conjuration (Intelligence): Magic used to summon daedra and bound items out of Oblivion
-Mysticism (Intelligence): The manipulation of such varied and esoteric forces as space, time, kinetics, the soul, and even pure magic itself
-Necromancy (Intelligence): The creation and control of the undead, as well as creation of the forces of death and decay
-Enchant (Intelligence): Governs the ability to create magical items, as well as the ability to disenchant items
-Alchemy (Intelligence): The creation of potions and poisons

Stealth Skills

-Sneak (Agility): The ability to move unseen and pick pockets
-Security (Agility): The ability to open locks
-Acrobatics (Speed): The abilities to jump far, and to survive high falls
-Climb (Endurance): The ability to scale vertical surfaces
-Dagger (Speed): Governs the use of daggers, knives, and tantos
-Marksman (Agility): Governs the use of bows, crossbows, and throwing weapons
-Hide Armor (Speed): Represents the ability to move freely and defend oneself in all hide and leather armor
-Mercantile (Personality): The ability to get good deals out of merchants
-Speechcraft (Personality): The ability to get others to like you
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james reed
 
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Post » Sun Sep 30, 2012 8:24 pm

Good idea.

Mcuh 8etter than the TESV ideas and suggetions dumpster.
I won't take credit for the idea. Several people suggested it.

Here's what I would do for a skill system. It doesn't really have any new features to it, but I think it would have a fair chance of working:

[snip]
Well, it's a sober idea. I like it.
It also made me realise I completely forgot about the personality attribute in my trinity system. I will have to edit it to get it back in.

Some questions though:
- Isn't the enchant skill a bit too obsolete? It isn't like you enchant THAT often. Shouldn't it be replaced with the (infamous) thaumaturgy, which would then also govern enchanting, but amongst other things.
- Your attributes don't seem all too well balanced: str (3), end (4), int (5), will (3), agi (5), sp (5), pers (3). Maybe you should shove some around to get them a bit more equally used.
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Mason Nevitt
 
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Post » Sun Sep 30, 2012 7:45 am

My ideas wouldn't warrant enough to create an entire Chart, but I would pretty much do something similar to Mirander's (namely the inclusion of Necromancy and re-addition of Enchant), but I would sort out weapon skills into Blade, Blunt, and Hand-to-Hand, but include a Poleaxe weapon skill which would govern both axes and polearms.
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Sierra Ritsuka
 
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Post » Sun Sep 30, 2012 7:25 am

I counted 3 for strength. Also, I would put Marksman under strength if Bethesda still sticks to bows, but also it takes some strength to throw a knife at a velocity where it will do major damage. Crossbows would also need a strong hand to get the bolt into position. That would (for the most part) even things up skill/attribute wise. Also, enchanting skill was (more or less) a way to increase one's intelligence in Morrowind, as well as an investment for faster recharging equipment, and not dropping 200k on your full armor suit that restores 50 health per second.

Edit: also put Necromancy under Wilpower and Security under intelligence. (No matter how fast you can run, if you don't know jack about locks, you're not getting in)
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Trevor Bostwick
 
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Post » Sun Sep 30, 2012 3:40 pm

My ideas wouldn't warrant enough to create an entire Chart, but I would pretty much do something similar to Mirander's (namely the inclusion of Necromancy and re-addition of Enchant), but I would sort out weapon skills into Blade, Blunt, and Hand-to-Hand, but include a Poleaxe weapon skill which would govern both axes and polearms.
Why would you add those two together? To me "even" blunt+axe sounds more logical, but please explain yourself.
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joeK
 
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Post » Sun Sep 30, 2012 5:58 am

Why would you add those two together? To me "even" blunt+axe sounds more logical, but please explain yourself.

It's mostly because I came from WoW and that's how they split up weapon specializations for Warriors. But mostly because I wouldn't want to separate the weapon styles too much (Blade, Blunt, Axes, and Polearms), and in my mind it just makes more sense than shoving axes into Blunt, when they really aren't (axes have blades). Not to mention ideally, I would see all polearms as halberds or similar, making everything under the Poleaxe category some sort of axe, while spears would be Marksman.
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Sarah Evason
 
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Post » Sun Sep 30, 2012 9:13 am

I counted 3 for strength. Also, I would put Marksman under strength if Bethesda still sticks to bows, but also it takes some strength to throw a knife at a velocity where it will do major damage. Crossbows would also need a strong hand to get the bolt into position. That would (for the most part) even things up skill/attribute wise. Also, enchanting skill was (more or less) a way to increase one's intelligence in Morrowind, as well as an investment for faster recharging equipment, and not dropping 200k on your full armor suit that restores 50 health per second.

Edit: also put Necromancy under Wilpower and Security under intelligence. (No matter how fast you can run, if you don't know jack about locks, you're not getting in)
So enchanting was more of an inbalanced and exploited skill? In which case I would opt for the taumaturgy, hopefully fixing that while still being able to enchant.

And if you give security to personality, you balance everything out to exactly 4-4-4-4-4-4-4, making it neat. Granted, it's a long shot explaining how you can open a lock with your good personality, but it makes sense for pocketing.
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Anna Kyselova
 
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Post » Sun Sep 30, 2012 5:16 pm

I counted 3 for strength. Also, I would put Marksman under strength if Bethesda still sticks to bows, but also it takes some strength to throw a knife at a velocity where it will do major damage. Crossbows would also need a strong hand to get the bolt into position. That would (for the most part) even things up skill/attribute wise. Also, enchanting skill was (more or less) a way to increase one's intelligence in Morrowind, as well as an investment for faster recharging equipment, and not dropping 200k on your full armor suit that restores 50 health per second.

Edit: also put Necromancy under Wilpower and Security under intelligence. (No matter how fast you can run, if you don't know jack about locks, you're not getting in)

What's wrong with Destruction remaining under Willpower? This would balance it out while keeping in tradition.
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Stephy Beck
 
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Post » Sun Sep 30, 2012 7:10 am

It's mostly because I came from WoW and that's how they split up weapon specializations for Warriors. But mostly because I wouldn't want to separate the weapon styles too much (Blade, Blunt, Axes, and Polearms), and in my mind it just makes more sense than shoving axes into Blunt, when they really aren't (axes have blades).
Not to be argumentative, but when you start cleaving heads with an axe, it can get blunt, mighty quickly (same goes for blades, but with a blade, it becomes useless except for thrusting). Axes, like maces and TES' comically oversized warhammers, have hafts on them and can be swung in generally the same way, and used almost identically. Not to go anecdotal, but when I started out learning how to use a katana, our instructors started us off with escrima sticks before even giving us bokens. Both can be used in an identical manner, but it's the bladed weapon that gets an added lethality because it can slice and cleave. That's my argument for the hafted option. I understand where you are coming from.

EDIT-- @ Aphonic: What? I never said to remove Destruction from willpower.
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trisha punch
 
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Post » Sun Sep 30, 2012 9:11 pm

Not to be argumentative, but when you start cleaving heads with an axe, it can get blunt, mighty quickly (same goes for blades, but with a blade, it becomes useless except for thrusting). Axes, like maces and TES' comically oversized warhammers, have hafts on them and can be swung in generally the same way, and used almost identically. Not to go anecdotal, but when I started out learning how to use a katana, our instructors started us off with escrima sticks before even giving us bokens. Both can be used in an identical manner, but it's the bladed weapon that gets an added lethality because it can slice and cleave. That's my argument for the hafted option. I understand where you are coming from.

I see the differences not in how they're wielded, but what they do. And whether or not I'm right I don't know, but when I typically think of medieval combat, I think of blunt weapons maybe denting platemail, but doing serious damage against someone who would be wearing light armor (including chain mail and mithril), feeling the full force of the blow, but blades being able to penetrate platemail, but unable to do much in the way of light armor.

EDIT @Stivesie: Oh, I totally misread Mirander's chart. I mixed up Conjuration and Destruction :rolleyes:
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Emerald Dreams
 
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Post » Sun Sep 30, 2012 3:25 pm

- Isn't the enchant skill a bit too obsolete? It isn't like you enchant THAT often. Shouldn't it be replaced with the (infamous) thaumaturgy, which would then also govern enchanting, but amongst other things.
- Your attributes don't seem all too well balanced: str (3), end (4), int (5), will (3), agi (5), sp (5), pers (3). Maybe you should shove some around to get them a bit more equally used.
Enchant is kinda obsolete, yes. It can be done just as well as a simple service, but people (at least on the forums) seem to generally like the idea of being able to enchant completely on your own, so it could be worth bringing back as a skill.

As for the attributes, yeah they aren't balanced. I tried to strike a balance between having a relatively even number of skills-per-stat, and picking stats that actually make sense for the skill. Besides, Morrowind was imbalanced in this regard as well, so there's at least a precedent for it.

(No matter how fast you can run, if you don't know jack about locks, you're not getting in)
True, but TES's Agility stat has always kinda lumped together actual agility with dexterity, and dexterity does play a role in being able to do things like lockpicking.
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Bambi
 
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Post » Sun Sep 30, 2012 2:33 pm

I say we put in Rekarid's skill system, I have all the data or Rhekarid probably has a better version and also. We need to add in a proficiency tree that works off a blending of those skills. Also a trainer that make those happen (and research to find those trainers).

Example:
so if I'm a knight and and I an looking to work in a strict combat field-- more specifically a battle combat with high stress on armor. So he wears plate armor and his only dodge skill trail use of dodge skill is with this armor on so he then gains a proficiency in heavy armor.

Now he's a wealthy noble and he needs a lighter armor that he can wear all the time in case of an assassin attack- so he now has money to buy a book or ask some one where a school or trainer on this would be.

Imagine doing that to gain thing like dual weilding and new spell effects that
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Ells
 
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Post » Sun Sep 30, 2012 3:34 pm

I have one complaint about the first system mentioned, by Mirander, one of the major complaints is how weapons which are not the same, usually the different categories of blade, blunt etc., end up in the same skill, this system puts all the blades into one skill, look at this skill system proposed by Daniel Kay on his site:

2.1. Skills and Sub-skills:
I already talked about skills and sub skills... many people complained about skills being combined, while I agree some separations and combinations didn't make sense... for example how are you able to learn handling a war axe by training with a hatchet?... a more logical grouping would be by their handling style... here's a slightly overworked list containing some logical combinations and groupings of skills, there's always a skill group and the fitting weapon types which are sub skills on their own:
Close combat:
Different unarmed combat styles like judo or kickboxing, dodging attacks.

Light weapons:
Daggers, knives, short swords, rapiers, dual wielding

One handed striking weapons:
Small axes, swords, sabres, clubs, maces

Heavy weapons:
Two handed swords, war hammers, war axes, large clubs

Polearms:
Spears, lances, staffs, halberts, glaives and naginatas

Ranged weapons:
Composite bows, longbows, crossbows, blowguns

Throwing weapons:
Throwing knifes, hatchets and darts, smokebombs, throwing spears and harpoons, rocks, any throwable inventory item

Swung weapons:
Bolas, grappling hooks, lassos, slings, maybe whips. Could also be combined with throwing weapons.

Atlethic:
Sprinting, jumping, swimming, diving (holding your breath), climbing (free climbing)

Acrobatic:
Sneaking, different parkour moves, climbing (pulling yourself up a ledge)

Armor:
For using different armor types, shields or bucklers efficiently.

Crafting:
Item crafting, repairing, cooking, alchemy

Precision motor skills:
Lock picking, pickpocketing, engraving (runes)/calligraphy (scrolls), detailing(raising the value of items)

Survival:
Wound treatment/healing (on yourself and others), animal handling (not spooking animals or getting attacked),dissecting, identifying (plants, materials), fishing, mining/digging, farming

NPC Interaction:
Persuading, threatening, entertaining, mercantile, different languages

Now as you can see the different weapons are put into categories of weapon handling, this seems to be more realistic, after all using a dagger is different from using a claymore.

Now how can we change that system so that it matches with this one?
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Adriana Lenzo
 
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Post » Sun Sep 30, 2012 1:04 pm

Since it's been requested, I might as well toss in my own system. Since each subskill has its own governing attributes I left that out to avoid making the post too cumbersome, but I can provide that if it's desired.

COMBAT
1-Handed Blade: (Straight, Curved, Light)
2-Handed Blade: (Straight, Curved, Half)
Hand to Hand: (Brawling, Grappling, Full Body)
Heavy 1-Handed: (Axe, Club, Morning Star)
Heavy 2-Handed: (Long Axe, War Hammer, Flail)
Long-Handled: (Spear, Staff, Halberd)
Marksman: (Bow, Crossbow, Reflex Bow)
Flexible: (Whip, Chain, Sjambok)
Block: (Shield, Parry, Catch)

MAGIC
Alteration: (Bending, Reversal, Cancellation)
Conjuration: (Summon, Dominate, Banish)
Destruction: (Damage, Decay, Curse)
Enchantment: (Empower, Flay, Seal)
Illusion: (Visual, Aural, Mental)
Mysticism: (Deform, Bind, Convert)
Necromancy: (Revivification, Instruction, Design)
Restoration: (Heal, Aid, Enhance)
Manifestation: (Shape, Intensity, Cast)

STEALTH
Sneak: (Silence, Hiding, Pickpocket)
Security: (Locks, Traps, Evidence)
Deception: (Disguise, Distract, Bluff)
Manipulation: (Praise, Threaten, Bribe)
Connections: (Fence, Blackmail, Escape)
Poison: (Toxin, Delivery, Simulation)
Acrobatics: (Jumping, Contortion, Climbing)
Secrecy: (Contact, Decode, Intercept)
Small Weapons: (Dagger, Knife, Bludgeon)

KNOWLEDGE
Alchemy: (Identification, Brewing, Extraction)
Mercantile: (Appraisal, Economics, Haggling)
Speechcraft: (Language, Culture, Information)
Cartography: (Geography, Mapping, Passage)
Crafting: (Forging, Stitching, Carpentry)
Lore: (Magical, Legendary, Bestiary)
Guidance: (Strategy, Training, Leadership)
Divination: (Astrology, Deduction, Prediction)
Thaumaturgy: (Favor, Prayer, Smiting)

SURVIVAL
Maintenance: (Organic, Metal, Unusual)
Tracking: (Prints, Scent, Disturbance)
Conditioning: (Swimming, Running, Riding)
First Aid: (Medicine, Bandaging, Immunity)
Harvesting: (Skinning, Mining, Growing)
Evasion: (Armored, Dodge, Tumbling)
Nature: (Blend, Call, Bond)
Throwing: (Javelin, Projectile, Bolas)
Creativity: (Art, Music, Writing)

How the subskills work: When creating a character, you choose based on the primary skill. So a character would take Destruction as a major skill, not Destruction: Decay or whatever, for a total of 45 selectable skills. All 3 subskills naturally benefit from the higher leveling rate of being a major skill. When using skills, the subskills are used/leveled. The stat screen display shows the list of primary skills plus a number, like in Morrowind, except that the number shows the average for all three subskills. Just as moving the cursor over a skill would create a popup window showing the progress bar, highlighting over a primary skill pops up all the subskills. The popup shows both the progress bar, and the training bar.

In my own setup it requires a degree of both training and experience to raise skills and attributes. How I imagined it working is with the training bar: every time a skill increases in level, the bar goes down. The lower the bar, the more slowly the skill raises through experience. If the bar is empty, the skill does not increase. That way, being a master at anything requires a devoted effort of both use and training, while players who do not want to be a Jack of Trades don't have side skills "accidentally" shooting up to high levels just because they're used occasionally. While all this might sound complicated, that's just the description, hopefully in practice it would go smoothly. The image in my mind is something like http://img.photobucket.com/albums/v200/Rhekarid/skillexample.jpg. Forgive the crumminess of the image, I am not an artist, but it gets the idea across.

EDIT: Forgot to mention one bit. The rate the training bar decreases goes down the higher the skill is, and the amount it's increased by training depends on the skill level of the trainer. Those with high skills don't need to train them as often, but when they do, they need to seek out either talented trainers or spend a lot of time and money with lesser ones. That way you don't get the "easy way out" of just training skills to the max in a few realtime minutes, while still keeping regular training as a helpful way to increase the speed of leveling, and keeping the importance of master trainers for reaching mastery levels.
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Ricky Meehan
 
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Post » Sun Sep 30, 2012 8:38 am

I am much more comfortable with this new skill-system, but could you explain a couple of things which i don't quite see how they work:

Enchantment, Necromancy, Manifestation, Deception, Connections, Poison, Secrecy, Cartography, Lore, Guidance, Creativity.

For these skills, i understand what it compromises of, but not it's role in the game. Could you explain?
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Gen Daley
 
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Post » Sun Sep 30, 2012 2:25 pm

Update

First of all, Mirander's overhaul is accepted as a poll option next time. However, I advice to implement Stivesie89's suggestions, as well as mine (security under personality and thaumaturgy instead of enchant), though I will not be too strict about my suggestions, as I might be biassed in favour of them. Though know that this way your system is in perfect balance, which Beth aimed to achieve with their OB system as well, so it would majorly increase it's chance.
It will count as the "small adjustment suggestion", replacing the idea of only adding an "axe"skill.

Secondly, Rhekarid, I take your attributes are balanced, in which case you don't need to post them. Also explain some of the skills, as UnknownK asked. I also I have my doubts about the cheer amount of skills/sub-skills. Personaly I have my doubts about it's manageability, since every sub-skill demands so much attention (with the two advancement requirements). I am positive that there is absolutely no chance at all that Beth implements something like this.
But I will allow it as a poll option, out of democratic principles, once you answered UnknownK.
As long as no one else takes it's place, this will count as the "separation by type suggestion", when another one do shows up, it will get the "unique" tag, as it's uniquely extended.

Thirdly, I will wait for Daniel_K to officially post his idea, though I have my concerns about the uneven number of sub-skills. Ideally they should be the same for every skills. And as with Rhekarid's suggestion, I have my doubts about manageability (I suggested a link between the increasing in sub-skills. ex.: a dagger also slightly makes short sword increase) and as it's results chances of implementation.
When the idea gets posted in full detail, it might be accepted as a new idea "separation by handling"

I am still looking for a "separation by attack move" suggestion, though don't just post one for the hell of it. I know there's someone out there with such a system worked-out.
Also I want to congratulate you all on the maturity displayed in this topic so far, it's nothing like the Armageddon of mindless posts I feared for.
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NEGRO
 
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Post » Sun Sep 30, 2012 7:16 am

I had previously suggested breaking down weapon skills by usage:
Stabbing -daggers, short swords, long swords, spears
Slashing - sabers, katanas, staffs
Chopping - axes, maces, claymores

Most weapons are usable in more than one way, although the majority have a "preferred" means of attack (as listed above). By learning the attack rather than the individual weapon, you could practice with that "bo" stick for instance, then pick up a Katana and have some idea of what to do with it, but you'd be at a disadvantage while using a mace because it works a lot differently (or you could "slash" quite competently with it for underwhelming effect). By having different "difficulties" and "damages" for the different forms of attack for each weapon, you would occasionally have a viable reason to either stab for greater speed and more accuracy but less overall damage, or chop with the weapon for a harder overall hit and better stun/knockdown chance but more likelyhood of being blocked or dodged. As with real weapons, you could somewhat tailor your attack to your target.

Contrary to what was stated in an earlier post, in real life you would typically use a sword to pierce medium armor, and a hammer or axe to crease plate armor. Plate armor tended to deflect piercing weapons quite effectively, which is why the BLUNT edge of the sword (or a mace) was used, to crease and bend the armor without notching your blade. Short stabbing swords were also somewhat effective against plate, by hunting for the gaps between the plates rather than punching through them. Chain or scale, with a padded "gambeson" undergarment, tended to "distribute" impacts from link to link or scale to scale, making bludgeoning weapons actually less effective against them. Stabbing weapons either split the links or slipped between the scales. Thin leather armor was of dubious protective value in any case, which is where the SHARP edge of the sword came into play for hacking peasants and lightly armored auxiliary troops down in numbers. The only recourses were to block, dodge, or be somewhere else in a hurry.

As for armor, I feel that a single Armor skill is sufficient, although seperate Dodge and Block skills would compensate for the lighter armor forms, with heavier armor getting a penalty to Dodge. The developers didn't make the different armor forms "unique" enough, which could easily have been done within one all-encompassing armor system using varying combinations of protection, durability, weight, cost, and repairability. As it was in the last game, we were presented with a relatively straightforward "progression" of armor types in each class, from worst to best as the game went along, with no reason NOT to advance to the next type. The opportunity of making "strong and light but brittle" versus "more durable but less effective" or many other possibilities were lost to the Light/Heavy split. The more expensive materials should have higher repair costs or equipment requirements, so maintaining that pricey suit takes a chunk of change. You might find it at a low level, but can you afford to maintain it?

Magical skills were fine in Morrowind, as far as I'm concerned, although the ability to exploit them as well as the high probablility of failure at even the weakest spells, potions, and enchantments was easily correctable by making "variable" strength cast spells (set it to the best you can for the failure rate you can tolerate) and apparatus with difficulty modifiers in inverse proportion to their results (novice apparatus gets a skill bonus, but can only be used to make "novice" potions, etc.). The underlying system was sound, it just needed a few more ways to consciously allow you to attempt something LESS than the maximum in order to reduce the chance of failure (and could thereby have stuck with "standardized" strength results which would stack in inventory).
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sexy zara
 
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Post » Sun Sep 30, 2012 5:10 pm

What the skills do seems irrelevant to the subject of individual skill systems, but alright. Note that there is more info than this on the skills (as seen in the quotes), but I tried to briefly summarize most skills to keep the post from being too large. As for being a lot to manage, the system (being part of my overall file) is also based on the idea that skills in general would increase more slowly, with more effect per individual level. Training at every skill level would only be for people who want to power it to the top as fast as possible. For most players it would happen less often than, say, sleeping to level up in past games (which I'd like to phase out), only involving training sessions instead. Though it wouldn't always make sense, there's also the possibility of trainers dealing with primary skills, instead of each subskill having its own training bar.
I am much more comfortable with this new skill-system, but could you explain a couple of things which i don't quite see how they work:

Enchantment, Necromancy, Manifestation, Deception, Connections, Poison, Secrecy, Cartography, Lore, Guidance, Creativity.

For these skills, i understand what it compromises of, but not it's role in the game. Could you explain?
Enchantment: Empower mostly deals with creating magical items, as well as brief "on the fly" enchantments, like giving your sword fire damage for a few swings (I made a big enchantment post a while back in the suggestion thread). Flay and Seal provide more conventional spell effects like other schools, primarily spells that interact with magic items, such as burning/transferring charges, or disabling/warding against effects.

Necromancy: Revivification obviously deals with the revival aspect of necromancy; animating dead tissue, summoning ghosts, speaking to the dead. Instruction covers the AI system for revived servants, mainly "if then" conditions, to customize their behavior, since undead servants would be more enduring, longtime things than normally brief daedra summons. Similar to the http://worldwideintertubes.files.wordpress.com/2008/07/gambit_screen.jpg system of Final Fantasy 12. Higher skill = more commands, and you can save command sets in a spellbook to be instantly applied to undead without having to set them again. Design is used to create better corpses, instead of just whatever's laying around. It involves things like preservation, joint reinforcement, mummification, and so on to alter or improve the inherent stats of parts. I had in mind a separate screen with, say, a stone slab on the left and a list of available parts on the right, and the player could drag them over to stitch together a creature as they wish.

Manifestation: Gives separate skills to spellcasting types. Shape deals with target, area effect, friendly fire, aura, etc. Intensity is duration, magnitude, constant effect, and so on. Cast deals with "alternative" forms of spellcasting, such as when armored, doing so silently, ritual/scrying based. Manifestation applies to all spells from any school. A master of Destruction can create powerful fire effects, while the master of Manifestation can make that fireball curve around a corner, explode, only hurt enemies, and burn as long as they want.

Deception: Disguise is fairly self-explanatory. Disguises can change appearance of face, gender, race, voice, and so on, to make the player look like someone else. Basically, this is done to temporarily claim the faction reputations of another person; talk to people who hate you or enter town as a vampire, avoid being approached from a distance by guards if you're wanted. Player can also choose from a list of known names/faces to imitate specific people, to take advantage of AI in NPC's such as the owner of a manor leaving the key with his chief guard at the end of the day. Potentially powerful, but the more features are changed the harder it is to pull off, and being caught can have nasty repercussions. Bluff is used for lying; talking your way out of arrest, telling people you've met quest conditions when you haven't, getting away with abusing general yes/no questions. Also used to create and spread rumors, which can potentially change the AI sequences of NPC's. A guard might create a rumor that a valuable item is being moved into the castle a certain night to set a trap for local thieves, while a stingy merchant could spread the rumor that an abandoned mine has treasure in it, hoping for adventurers to clear out the monsters for them without being paid and leave the mine free to be reopened. Distract is kind of hard to summarize, so I'll just quote it from my file.
Distractions are an unpredictable and specific art, often tricky even for those who are masters of it. Though many small potential in-game actions can be dictated by it, the skill does have some main uses. Foremost is the ability to plant evidence at a crime scene. Though this is rarely effective in framing someone outright, it can distract and delay guards with another suspect, giving the player more time to plan their own escape. This requires some sort of personal affect from the person being framed, such as hair or clothing, and must be done carefully lest the player leave more evidence incriminating themselves than the distraction. Players working in tandem with other rogues can use Distract to open dialogue options meant to keep the NPC's attention on the person they're talking to more securely than normal conversation, allowing someone else to do something behind them. Some may use it to throw their voice, mimicking calls for help or other sounds that can make someone come running. Most difficult is sabotage, which can potentially effect a wide range of objects. Traps, signposts, wagon wheels, and so on can be subtly rigged to break in a certain amount of time, drawing attention at a key moment. The higher the player's skill the more accurately the event can be triggered to within the desired time frame.
Connections: Fence involves, naturally, using fences or being one. Skill improves general prices, chance of being turned in (if you've got hot merchandise and aren't a well known thief, the fence may consider it safer and more profitable to report you than deal with you), and chance of items being accepted, as they may normally refuse to buy, say, a noble's amulet that the guards are in an uproar over being stolen, in order to protect themself. For acting as a fence it improves profit margin and ability to see how "hot" the items a thief is selling are. Escape is used for various "getting away from punishment" actions, such as editing criminal records in local law offices and finding weaknesses or hidden lockpicks in jail cells, or hiding picks of your own to aid allied thieves. Passively, it improves odds of allied NPC thieves helping you by obstructing/altering the spread of info, making news of crime take longer to reach other areas, or coming to warn you if you're being looked for. Blackmail is another hard to summarize one, so here's the quote again.
Working almost like a reverse bribe, blackmail allows the player to use the withholding of certain items to get things they want. Due to the management, information gathering, and high risk of arrest involved, blackmail is especially difficult to perform without allies. The first step is usually in finding out what is most particular to an NPC, frequently through conversation, and paying attention to reactions to specific terms. Though few NPC's can be blackmailed through an item, rarities are especially precious to collectors and museums. Generally, the player is trying to get a secret. Skill in Blackmail is increased by, and adds options for, personal questions that can glean this information. Skill, disposition, reputation, personality, and related factors can all determine whether the player actually gets a secret from this. For example, an NPC illegally worshipping a daedra might have an altar hidden in their basemant. The player can either trick them into mentioning this in conversation, or discover it by sneaking into their house, in both cases gaining the secret as a keyword. Bringing it up activates a brief but important piece of unique dialogue in which the character attempts to barter this information. Failure results in the permanent loss of the keyword in blackmail, while success essentially gives the character a "free bribe" with that NPC, holding it over their head for influence. Blackmail holds more sway than typical bribery, but the more often it's used, the more likely the NPC is to give up clinging to it, causing it to lose its influence. Thief NPC's often attempt to gain this type of information in conversation with other NPC's, and allied thieves are a valuable source of possible leads. Examples include purposefully faulty sales records, altered documents in politics, embarrassing personal secrets, and so on. Blackmail can easily lead to arrest depending on the people and secrets involved, and destroys disposition with the given NPC almost irrevocably. The blackmail skill is also used in kidnapping and ransom. If the player forces an NPC to an area that counts as "theirs," such as a home, aligned faction area, or claimed land, the NPC is designated as kidnapped. Bringing up their name as a keyword with an NPC that has a very high disposition to them, particularly family, allows the character to demand ransom, usually money or items but sometimes blackmail-style favors. This is a potentially very profitable, but extremely risky action, and having cohorts to do actions like kidnap the target or deliver the ransom is often wise, as well as engaging the entire process through an alias. Ransoming is dangerous even at high levels, as a certain degree of reputation is needed to make effective demands, while being noticed makes arrest that much more likely. Increased skill improves the value of ransom that can be demanded, decreases the odds that either victim will immediately report you (the longer the hostage is held, the more dangerous), and decreases the amount of evidence left by allies in the process, reducing odds of the crime being tracked to you.
Poison: Toxin involves the creation and identification of derived toxins. While alchemy alters and combines effects to create potions, Toxin does things like take five units of nightshade and create one vial of Nightshade Poison. Toxins are usually more dangerous and unique than alchemical poisons, but hard to get in large amounts (due to rare ingredients or not being sold), and are inherently illegal. Delivery is used to modify toxins in more specific ways than are possible with alchemy, such as hiding taste and smell, making it harder to detect at crime scenes, or making it more resilient so it stays applied to a weapon longer. Simulation modifies toxins to change their appearance, like making the death appear to be caused by disease, reducing the odds of it being investigated more aggressively as a murder, or making it resemble a substance only sold at a local apothecary, redirecting suspicion. Also used to modify weapon-applied toxins to make them bypass resistances.

Secrecy: Contact is used for forging seals and documents, and for hiding/finding hidden messages, which act like indirect dialogue options. For example, the player might forge the schedules for the local guard, creating a weakness in patrols, and leave a message in an area allies have been told to look in that tells them where and when to be. Decode is of course used for creating/deciphering coded messages, and for non-language communication, such as a small symbol on a sign meaning the shop owner is also a fence, or a lamp in the window meaning "the attack is tonight." Intercept uses search mode to find weak spots in security, like cracks in the wall to eavesdrop through, and uses of Secrecy skills by non-allied NPC's. Passively increases range at which the player automatically gets new keywords by overhearing conversation.

Cartography: Largely used to manage walking-based fast travel. Geography increases warning range of environmental hazards, the safety of fast travel, monetary value of the map, and is used for general "land knowledge" effects, like finding ore. Mapping improves minimap detail, speed/safety of travel, and ability to travel to more specific locations, as well as ability to give directions to NPC's and have them find the place. Passage helps for spotting abnormalities like an oasis or secret passage in a castle and increasing travel speed. Aside from personal use and fast travel, maps can be sold to make a profit, or given to NPC's to improve their AI (such as making them aware of those secret passages).

Lore: Magical increases the character's ability to identify magic and applies in a variety of ways, including seeing the source, effects, and skill level of foreign magics, dialogue options when using spell-based keywords, and chance to notice the presence of subtle spells both with and without actively searching. Bestiary compiles a sort of "monsterpedia," with general stats and info on encountered creatures. Aside from benefitting the player, the information can also be shared with allied NPC's to improve their ability to deal with certain creatures. For Legendary I will quote again.
Lets the player draw on a library of legends to make rumors into something more. Legendary lore is increased mainly by connecting two threads; hearing a rumor about a ruin and then finding it, discovering markings on a door and then seeing them in a book, and so on, as well as through the collection and study of myths. When a piece of legend is mentioned in writing or by an NPC, a skill check is made. Success adds a new dialogue option in which the player recognizes the legend and confirms whether it's real. False rumors can generally be ignored, though some extremely obscure myths may be "confirmed" as false simply because nobody has ever discovered proof. When the character recognizes a legend they can look it up in their keyword list for additional information, including known books or NPC's that can provide more info, helpful facts, and even locations. For example, an explorer may encounter an ancient door with peculiar markings. With enough lore skill they might recognize the symbols, giving them more info on what they've found or even a way to open the door.
Guidance: Strategy functions similarly to Instruction from Necromancy, but is applied through dialogue and used to give directions to NPC's who are for whatever reason subservient to the character, such as friends, allies, or slaves. Can range from combat commands to simple instructions like "At 10pm use *designated object*" to make a servant lock a door. Training lets the player act as a trainer, to impart specific skill sets to those who follow them. Leadership increases the number of individual NPC's who can simultaneously operate on the player's instructions, increases range of spoken commands, and passively increases influence over those you have official authority over.

Creativity: Art involves creation of things like paintings, masks, and sculptures. Art has both monetary and social value, and can improve your standing with hard-to-impress groups like nobles. More practically a piece of artwork can be created to invoke a type of reaction like fear or calmness, such as a bandit gang wearing fearsome masks that harm enemy morale. Music can influence disposition and mood, and skilled musicians may be invited to play in high-profile areas that are normally hard to get into. It can also change reputations; a bard might sing of someone's adventures and make them more famous. Writing can be used to make money like other art forms, but can also spread information. The player chooses their own skills, quests, and known keywords to designate the subject, and may either give the book to specific people to share information or publish it to try and influence public knowledge. Write spellbooks to give other mages for aid in rituals, or publish info of a crooked quest offering from a noble to try and ruin them. Obviously, some information can make enemies.
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chinadoll
 
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Post » Sun Sep 30, 2012 7:08 pm

I had previously suggested breaking down weapon skills by usage:
Stabbing -daggers, short swords, long swords, spears
Slashing - sabers, katanas, staffs
Chopping - axes, maces, claymores

[snip]
Kovacius, write it in a better format, with all skills mentionned, together with their attributes. Otherwise I can't accept this idea, which I actually want, since I believe it was yours I was actually after for that category.
An extra question though: Is your system without any kind of sub-skills or are those weapons mentioned meant to be just that? In that case I would advice to think it over, as then the system isn't homogeneous for all skills and will not be accepted.

What the skills do seems irrelevant to the subject of individual skill systems, but alright. Note that there is more info than this on the skills (as seen in the quotes), but I tried to briefly summarize most skills to keep the post from being too large. As for being a lot to manage, the system (being part of my overall file) is also based on the idea that skills in general would increase more slowly, with more effect per individual level. Training at every skill level would only be for people who want to power it to the top as fast as possible. For most players it would happen less often than, say, sleeping to level up in past games (which I'd like to phase out), only involving training sessions instead. Though it wouldn't always make sense, there's also the possibility of trainers dealing with primary skills, instead of each subskill having its own training bar.
[snip]
I asked for the explanations as I feared some of those skills would lack applications, but that assumption was incorrect.
I think I can better understand your system now as I see you also want so many new features added, which simply requires more skills. I must admit that this would be an epic RPG, but I doubt Beth has the manpower or money for such a large production.
The system is accepted in the poll and will be the "[b]epic scale skill system[b]" suggestion, unless you prefer a different name.
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Antonio Gigliotta
 
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Post » Sun Sep 30, 2012 9:42 am

I must admit that this would be an epic RPG, but I doubt Beth has the manpower or money for such a large production.
That's one of the reasons I frequently push for "living world" stuff, where the world functions on its own AI with or without my intervention. A world that runs itself allows more freedom to implement more ways to interact with that world, instead of having to script every possibility. I'm hoping that from the failed start in Oblivion and the time to improve with Fallout 3 that they can really make Radiant AI work the way it was envisioned, which would allow a game like this to be made. Instead of set schedules like "wake up at 6, leave house at 8, wander until 6pm, go home," NPC's would behave based on variables that alter the odds of them doing something, such as thief NPC's targeting areas they know have recently obtained wealth, or civilians disliking someone accused of murder, letting you change things with rumors and so on. I think they've got the manpower and money (Oblivion and Fallout 3 were both very successful), it's just a matter of how much the Big Bosses will let them spend/change in the risk of moving away from generic mass-appeal, and whether their AI has the capability.
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Conor Byrne
 
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Post » Sun Sep 30, 2012 5:35 pm

I think it deserves a place in the wiki. It gives the option of large scale adjustment in a quality elaborated system, as opposed to the limited adjustment system of Mirander.
If you want, you can make a post on the wiki and work on the layout as much as you feel like doing (name it what you want, I can rename it if needed). Just write "{{unsorted}}" at the top of your article and I'll be able to find it. Then I will finish the layout tomorrow or the day after, I have been doing exactly that the past few days already, so a gigantic post more or less won't matter.
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Steven Nicholson
 
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Post » Sun Sep 30, 2012 8:35 pm

First of all, Mirander's overhaul is accepted as a poll option next time. However, I advice to implement Stivesie89's suggestions, as well as mine (security under personality and thaumaturgy instead of enchant), though I will not be too strict about my suggestions, as I might be biassed in favour of them.
Security under personality? I'm assuming that you meant intelligence, as personality wouldn't make any sense at all. Security works equally well under both intelligence and agility, but I already had five skills under intelligence; and while I'm not too hung up on having an equal number of skills to each stat, I wanted to keep them close-ish.

As for Thaumaturgy, the reason I'm not terribly excited about it as a skill is that it doesn't really add anything. It's basically a re-shuffling of Mysticism and Alteration. I mentioned earlier that Enchant is perhaps a little obsolete, but Thaumaturgy is even more so.

One thing that also needs to be mentioned, I think, regarding the whole 'equal number of skills for each stat'. Not counting Luck, there are seven stats, that means the number of skills in the game has to be a multiple of seven for it to be mathematically possible for them to be evenly distributed. That means we either need to stick with having 21 skills, as in Oblivion, or we need to add seven new skills, which will usually imbalance the number of combat/magic/stealth skills. The only real way to make it work would be to do as Rhekarid did, and create entirely new groupings for skills to fall under, in addition to the initial three.
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Kelly James
 
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Post » Sun Sep 30, 2012 1:29 pm

Sorry, I must have badly counted then, as I thought that putting Security under Personality would have made it a perfectly balanced system. Now that isn't the case, I don't advice doing that either, so just leave it under Agility.

On taumaturgy, I think they should invent some new spells themselves, take some from Mysticism/Alteration, add enchanting and maybe spell making of some sort. This way it at least wouldn't be so obsolete as enchanting on its own.
Taumaturgy, being a study of the very roots of magic, could govern all that, I believe.
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CxvIII
 
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