I'm proposing a system wherein races are distinguished not just by their resistances and weaknesses, special abilities, and skill bonuses, but also by their natural inclinations toward certain skills in a manner that emulates the differences created in the early game through attributes but lasts throughout your character's lifetime. Although these can be somewhat restricting toward certain races’ abilities to succeed in certain play types, they are also more realistic and introduce a lot of diversity between the races and make your choice of race far more meaningful.
I had a paper to write last night, which meant a prime opportunity to actually sit down and write out how this could work.
I included all four of the previously mentioned categories of traits. The new traits are based in large part off of the attributes in Morrowind and Oblivion, with a few exceptions to make the races better match their characteristics in lore. For example, Redguards were stronger than Orcs in those games, despite being depicted more as finesse fighters in the lore, so I gave them traits based more on skill and speed. Some traits are also based on the athletics and acrobatics skill bonuses that some races had, since those skills are no longer around. A couple traits are also entirely original but ones that I think make sense, such as Khajiit dealing more hand-to-hand damage due to their claws. The hardest part was coming up with traits for Imperials, as they were always pretty much jack-of-all-trades race.
The resistances are lifted more or less right out of Oblivion, as are a couple of the special abilities, though I also changed a few to be more useful or make more sense (Bretons can turn into tanks with armor-like skin? Really?). I cut down the total number of skill bonuses for each race from 45 to 35, given the smaller number of skills, and I didn’t assign anyone any armor skills, as I have serious doubts that they will be in the new game.
Altmer
125% bonus magicka (bonus to starting amount and any amount you choose to increase it by at level up)
10% reduced health (reduction to starting amount and any amount you choose to increase it by at level up)
10% increased effectiveness with all spells (more damage, longer summons, etc.)
20% increased cast speed
50% resistance to paralysis and disease
25% weakness to all elements
25% weakness to magic
+10 alteration and destruction
+5 conjuration, enchant, and illusion
Argonian
Water breathing
50% bonus to swim speed - suggested by mumatil after I somehow overlooked it
5% bonus health
10% bonus stamina
10% hand-to-hand damage bonus (dull claws)
Disease and poison immunity
10% reduction to speech abilities (checks, persuasion bonuses, however speech works in this game)
+10 security
+5 alchemy and hand-to-hand
Male:
10% further bonus stamina (20% total bonus)
5% bonus to move speed
+5 marksman, sneak, and one-handed weapons
Female:
25% bonus magicka
+5 illusion, restoration, and alteration
Bosmer
20% bonus stamina
10% reduced health
50% resistance to disease
20% bonus to move speed
10% bonus to jump height - suggested by mumatil
20% increased firing rate with bows
10% bonus to attack speed
25% reduced footstep sound radius when sneaking
Beast tongue – command creature up to player level for 60 seconds
+15 marksman
+10 sneak
+5 alchemy and security
Breton
50% bonus magicka
5% increased effectiveness with all spells
5% further increased effectiveness with conjuration and restoration spells (10% total bonus)
10% increased cast speed
10% increased potion strength
50% resistance to magic
Aetherial Retention: 50% spell absorption for 30 seconds
+10 restoration and conjuration
+5 alchemy, alteration, and illusion
Male
10% reduced stamina
Female
10% reduced health
Dunmer
10% bonus magicka
5% increased effectiveness with destruction spells
5% increased attack speed
10% increased firing rate with bows
50% resistance to fire
Ancestor Guardian – summon level-scaled Ancestor Guardian for 60 seconds
+10 one-handed weapons and destruction
+5 conjuration, marksman, and two-handed weapons
Male
10% bonus stamina
10% reduction to speech abilities
Imperial
10% faster skill increases (said to be especially disciplined)
25% bonus to speech abilities
5% increased effectiveness with dragon shouts
Voice of the Emperor – charm and calm humanoid up to player level for 60 seconds
+10 speechcraft and mercantile
+5 one-handed weapons, block, and hand-to-hand
Khajiit
10% bonus to move speed
25% bonus to jump height
25% reduced fall damage - suggested by mumatil
25 +lvl% bonus hand-to-hand damage (sharp claws are supposed to be Khajiits’ primary weapons, this will allow them to scale up, though I’m not entirely sure this is a good scaling value)
10% reduced footstep sound radius when sneaking
Eye of Night – toggled night vision
+10 sneak and hand-to-hand
+5 one-handed weapons, security, and mercantile (haggling said to be important in
Elsweyr)
Nord
10% bonus health and stamina
10% melee damage bonus
75% resist frost (damage and speed loss)
10% increased effectiveness with dragon shouts
Woad – 25% bonus armor and 50% resistance to stagger effects for 60 seconds
+10 two-handed and one-handed weapons
+5 smithing, block, and restoration
Male
5% resistance to stagger effects
10% reduction to speech abilities
Orcs
10% bonus health and stamina
10% melee damage bonus
5% resistance to stagger effects
25% resistance to magic
20% reduction to speech abilities
Berserk – 20% bonus to melee damage and attack speed, 50% resistance to stagger effects, 50% reduced stamina usage, and unable to block for 30 seconds
+10 smithing, and two-handed weapons
+5 hand-to-hand, one-handed weapons, and block
Male
5% further resistance to stagger effects (10% total resistance)
10% further bonus health (20% total bonus)
10% reduced magicka
10% increased footstep sound radius when sneaking
Redguard
20% bonus stamina
5% melee damage bonus
10% bonus to attack speed
10% bonus to move speed
50% resistance to disease and poison
Adrenaline rush – 20% bonus to attack and move speed, 10% bonus to melee damage, 25% resistance to stagger effects, and 50% reduced stamina usage for 60 seconds followed by double stamina usage and 10% reduced attack speed, move speed, and melee damage for 15 seconds (can be used for fight or flight, just like a real adrenaline rush; also leaves you drained just like a real adrenaline rush)
+15 one-handed weapons
+10 two-handed weapons and block
So what do you all think? Is this a good system, or do you consider it too restricting? I realize that I did have to make a tradeoff here, but I personally think these changes would make the game more interesting and make the choice of race a more significant factor in your character's abilities.