So, I've been thinking about the races and their stats at the beginning of the game, and came up with some changes I would have don to them.
So my question is how would you make the races, of which changes would you make to my changes?
Altmer:
Activated power: Highborn(the same)
Passive ability: Highborn(the same), Elemental Affinity(20% weakness to fire, frost, shock), Pure Breed(Resist disease 50%)
Starting stats:
Health: 80
Stamina: 80
Magicka: 140(+50 <-- racial power, giving a total of 190)
Skills: The same as they are
Argonian
Activated power: Histskin(the same)
Passive ability: Resist disease and poison(50%), waterbreathing, Aquatic Reptile(regenerate health faster while i water)
Starting Stats:
Health: 80
Stamina: 110
Magicka: 110
Skills: The same
Bosmer
Activated power: Command animal(the same), Animal Companion(makes an animal a permanent companion, until its death. A bit more limited in terms of power),Green Pact(the option to feed on humanoids after a battle to regen health for a time)
Passive ability: Resist disease and poison(50%), Outdoor Elf(stamina regenerate faster while in the wild)
Starting Stats:
Health: 80
Stamina: 130
Magicka: 90
Skills:The same
Breton
Activated power: Dragonskin(the same)
Passive ability: Resist Magic(25%)
Starting Stats:
Health: 80
Stamina: 80
Magicka: 140
Skills: The same
Dunmer
Activated power: Ancestors Wrath(the same), Ancestral Guardian(summon an Ancestor for 45 seconds)
Passive ability: Resist fire(50%)
Starting Stats:
Health: 100
Stamina: 100
Magicka: 100
Skills: Destruction(+10), one-handed(+5), archery(+5), Alteration(+5), Illusion(+5), light armor(+5)
Imperial
Activated power: Star of the West(absorbs 50pts of Stamina from an enemy in melee range. Will go to the nearest, if there are more than one)
Passive ability: Voice of the Emperor(persuasion and bartering is 10% more effective)
Starting Stats:
Health: 100
Stamina: 100
Magicka: 100
Skills: Speech(+10), light armor(+5), one-handed(+5), destruction(+5), restoration(+5), block(+5)
Khajiit
Activated power: Night eye(the same), Eye of Fear(forces an enemy to cover in fear and are unable to flee for 10 seconds)
Passive ability: Claws, soft paws(when not wearing shoes or boots, sneaking is 10% more effective), Agile(jumps 10% higher)
Starting Stats:
Health: 80
Stamina: 120
Magicka: 100
Skills: The same
Nord
Activated power: Nordic Frost/Thunder Fist(similar to Elemental Fury, by giving a temporary enchantment to weapons that deal frost damage, for about 30 seconds),Woad(physical damage is reduced 30%(of the damage remaining after blocking and AR) for 60 seconds)
Passive ability: Resist frost(50%)
Starting Stats:
Health: 120
Stamina: 100
Magicka: 80
Skills: Two-handed(+10), one-handed(+5), block(+5), smithing(+5), heavy armor(+5), speech(+5)
Orc
Activated power: Berserker Rage(doubles weapon damage, but increases melee damage taken by 50%. To clarify, you take 3/2 of normal melee damage and do 4/2 of normal melee damage, so there is a positive trade off)
Passive ability: Resist magic(15%)
Starting Stats:
Health: 120
Stamina: 120
Magicka: 60
Skills: Heavy armor(+10), smithing(+10), two-handed(+5), one-handed(+5), block(+5)
Redguard
Activated power: Adrenaline Rush(the same), Yokudan Spirit(all swords do 20% more damage for 60 seconds)
Passive ability: Resist disease and poison(50%)
Starting Stats:
Health: 110
Stamina: 120
Magicka: 70
Skills: One-handed(+10), archery(+5), light armor(+5), heavy armor(+5), block(+5), smithing(+5)