Recently I started a new charecter, a thief/assasin build that relies on himself. This means no weapons, and no armor, or potions he did not create himself. Well as I quickly relized, unarmed combat is the equivelent to a hardy thump on the back, or a feeble nudge on master. As I did some research, it seems anyone who wants to create a viable unarmed charecter has stumbled into the same dilema. The way I fixed this for myself is to use the restoration loop (I will not detail this as it is already been) and used the enchant from the gloves of the pugalist, limiting myself to 60-75 points per hit of unarmed damage, around the same as a sword or bow. However, combat is still kinda like a weird game of punchies (insert pun<~) except for the awesome finishers you can get unique to unarmed. This skill has the potential to open up many new styles of gameplay that have not been recognized that could be easily fixed by adding a perk tree. Nothing grand just the usual as follows: (Note: skill tree design like heavy armor having 2 sides to progress up)
5 points to increase damage
1~2 points for speed
1 point for a fast reflex like perk
3 points for some sort of elemental dmg ( like the one handed mace,sword, or axe only with elements and 1 point for each adding to like a 10~20% chance of causing the effect)
1 point for disarm capability after reaching skill of 100
1 point for paralyzing strike after reaching skill of 100
And just for kicks: 1 point for an ability to snag arrows out of the air before they hit you after collecting all other perks
So please input your comments questiins or concerns, also any ideas are welcome. Also vote ay or nay. Thank you.