Farmer class.

Post » Sat May 28, 2011 5:48 pm

I've found this farming mod and I'd like to try it. So I'm wondering: what are good skills for a typical farmer class?
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sat May 28, 2011 9:57 am

Picking major skills is so boooorring, :snoring: but this one sounded like a real RP fun concept!

Well, whatever you do, don't pick destruction. Buffy gave a fire staff to a farmer once to help keep roaming goblins away. Well. . . let's just say between the farmer's lack of training and his farmhouse's thatched roof, it, um, didn't work out so well. :flamethrower:

Mercantile. All that hard work needs to result in good prices at harvest time.
Blunt. So he can use an axe to chop firewood of course. Oh, and behead those poor chickens at dinner time.
Alchemy. I mean if you you're going to work with plants. . . .
Marksman. This will help to keep those pesky rabbits away from the crops. And it's much safer to thatched roofs than a fire staff.
Conjuration for sure. Nothing beats a few scamps around for help at harvest time.
Alteration. Imagine how handy feather and water walk can be when it's time to lug that harvest to market!
Armorer. This way, he can keep his axe, rakes, hoes etc in top condition!

:twirl:
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat May 28, 2011 6:51 am

From a role-playing point of view? Athletics would be a must anyway. Also, some crude form of self-defence, maybe hand-to-hand.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat May 28, 2011 12:45 pm

Yeah, roleplaying.

I'd thought as full magic and making her like a Witch, but it's not totally what I want.

And you're right, destruction shouldn't be on the list! Hehe.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Sat May 28, 2011 6:20 am

This is a fun and interesting roleplay. My Camarilla is a farmgirl herself, but I find it really hard to roleplay when you can't 'unselect' magic. Who the f*** would be a farmer if you knew magic!?

Anyway, I think you can probably tie some relevant practical 'farmer' use to almost any skill if you try.

In addition to the ones already named, Restoration would be practical to heal them sick animals, for instance.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat May 28, 2011 7:49 am

My farmer has Blade, Marksman, Athletics, Acrobat, Alchemy, Speechcraft and Mercantile. Blade for defending, Marksman for hunting, Athletics and Acrobat for working, Alchemy for herblore as a farmer, Speechcraft and Mercantile for selling.
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Sat May 28, 2011 4:17 pm

For what it's worth, the game has a farmer class:

http://www.uesp.net/wiki/Oblivion:Farmer#Farmer

Athletics, Blade, Block, Blunt, H2H, Marksmanship, Speechcraft; Combat; Personality and Endurance

But that seems more like a fighter class to me. I guess they did that because some farmers our on wilderness farms and have to fend off animals and other enemies.

I'd like the recommendations above better: like Athletics, Armorer (for farm implements), Mercantilism, Blunt (for axes), Alchemy (for knowledge of plants), alteration? (for harvesting), not sure what else. Combat is the closest specialization. Probably Strength and Endurance for favored attributes.

OP if you don't mind posting, what farm mod are you using?
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sat May 28, 2011 6:56 am

Millstone Farm. But it doesn't work yet ;P
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Sat May 28, 2011 2:54 am

Which "farm" mod are you using? Is it "Brewhouse?" That is the one I have installed, and other than a bit of lagging/stuttering around Anvil it seems to run well and is very well done. Turning off the City Defenders in MMM seemed to help with the lag a bit/
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sat May 28, 2011 10:58 am

I have not much to add apart from what the others have said. But I do like this idea, go for it! :tops:
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am


Return to IV - Oblivion