Racial Perks

Post » Wed Jun 09, 2010 10:44 am

There has been a lot of speculation and confusion on how different races will be with the removal of attributes, as well as how non skill governed aspects of a character (movement speed, encumbrance, jump height, ect.) will be handled. Many people have estimated that there'll be perks that can change these none skill abilities, and I'm inclined to agree with them. However, the real point I'm addressing is how the racial differences will be decided. Because of the introduction of the perk system, I think the most probable way the races will be specialized is through discriminate racial perks that are innately given to the player. Some examples I can think of are maybe a perk bonus to destruction for Dark Elves, or a running speed bonus to Khajiit. Each race gets their own special bonus perks in the beginning of the game that set them apart from the others and thus make some races better suited for a style of play than others. Perhaps the perks given out to some races at the start are potentially available to every player race after some strenuous work down the perk tree, the obvious advantage being that the race you chose (ex. Khajiit) doesn't have to put in the time to get the ability (ex. faster running) that other races would have to. This makes the most sense to me, what do you think?
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Tom
 
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Post » Wed Jun 09, 2010 11:07 am

I would imagine they would now be exclusively skill-based. IE, Dark Elves are good with blades, so they already have some extra blade points, allowing them a few perks right away. Khajiit would have the same, but with Sneak instead.
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carla
 
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Post » Wed Jun 09, 2010 8:10 am

Well, I'm assuming that each race will have skill bonuses like they always have had, but that is an interesting point. Perhaps they will do some racial traits beside "this races gets a +5 bonus from the start to this skill". If they do, I hope they aren't too crazy. I don't really think this will happen, though.
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anna ley
 
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Post » Wed Jun 09, 2010 7:43 am

It's been confirmed for awhile by Todd that Races will have certain skill increases at the start like in OB.
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Laura Elizabeth
 
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Post » Wed Jun 09, 2010 7:04 am

As long as there's some racial differentiation, I'm good with whatever. I'm hoping its significant / entertaining differences though... like giving Khajit a night vision spell/ability to start, or the Argonians a fast swim or water breathing spell/ability.
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Matt Bigelow
 
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Post » Wed Jun 09, 2010 11:59 am

I hope the Dunmer keep their fire resist. I wanna take a full hit from a fire breathing dragon, and shrug it off like it was a warm breeze.
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renee Duhamel
 
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Post » Wed Jun 09, 2010 3:13 am

Oh wow I totally forgot about racial powers and disease resistance and all that stuff. Yeah, I'd expect all that to happen, too.
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Chloe :)
 
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Post » Wed Jun 09, 2010 3:08 am

I hope the Dunmer keep their fire resist. I wanna take a full hit from a fire breathing dragon, and shrug it off like it was a warm breeze.


This. All we have to do is make a few potions and enchantments and we'll be invincible, amiright mate?
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Danger Mouse
 
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Post » Wed Jun 09, 2010 9:08 am

I'd hope they wouldn't cut all the special racial powers and stuff. They need to make them different somehow.
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Susan Elizabeth
 
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Post » Wed Jun 09, 2010 10:17 am

This. All we have to do is make a few potions and enchantments and we'll be invincible, amiright mate?


Well, you'd be able to hold up against the dragons' fire, but what about their vicious talons and their huge, sharp teeth? I feel like no matter who you are, dragons are going to be awfully tough! I'm quite excited for that.
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Portions
 
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Post » Wed Jun 09, 2010 3:59 am

Well, you'd be able to hold up against the dragons' fire, but what about their vicious talons and their huge, sharp teeth? I feel like no matter who you are, dragons are going to be awfully tough! I'm quite excited for that.


You make a point there. But, at least we literaly have the capability of what the Nord did in the trailer :D
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kiss my weasel
 
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Post » Wed Jun 09, 2010 12:37 pm

I hope the Dunmer keep their fire resist. I wanna take a full hit from a fire breathing dragon, and shrug it off like it was a warm breeze.


Yeah and when dragon starts to claw you, it'll feel like rough massage, right?
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Lilit Ager
 
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Post » Wed Jun 09, 2010 4:56 pm

Dragons can also breath frost, apparently.
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Manuela Ribeiro Pereira
 
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Post » Wed Jun 09, 2010 5:59 am

You make a point there. But, at least we literaly have the capability of what the Nord did in the trailer :D

The Nord quickloaded! Todd's got you guys played for saps!
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Juliet
 
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Post » Wed Jun 09, 2010 10:21 am

you know i could actually see a few racial perks maybe one for argonians that makes them immune to disease or one for redguards that drastically increases the blade skill or one for woodelves that makes them gain more from meat ingredients or makes them harder to detect in sneak
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Tracey Duncan
 
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Post » Wed Jun 09, 2010 7:14 pm

Yeah and when dragon starts to claw you, it'll feel like rough massage, right?


You know it brah. :thumbsup:
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KiiSsez jdgaf Benzler
 
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Post » Wed Jun 09, 2010 1:23 pm

i just created this perks for fun. check them out:

orcs: 20% more speed using a blunt weapon, 7% more damage.

almeters: destruction spells cost 15% less magicka. all elemetals spells do 5% more damage.

redguards: 15% less of Losing stamina. Applies 19% on sprinting.3% more damage in all one handed meele attacks

dark elves: Each first attack to a group or single enemy with sword or fire spell recives a 1.5 multiplier .

argonians: While the chracter is underwater recovers 4 pts of health per second. Swiming speed two times faster.

bretons: A fraction of damage recived its transfered to the current invocation creature. all elemetals spells do 3% more damage.

wood elves: 13% more speed using a bow weapon. 20% of recovering arrow rate. 20% more running speed.

nord: 4.5% more damage in all two handed meele attacks, 5% bonus on heavy armor.

imperial : 33% of avantage in all comercial trades. 3% bonus on light and heavy.

khatjits: Recives a multiplier of 1.5 on sneaks attacks. 30% more running speed.
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Darlene Delk
 
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Post » Wed Jun 09, 2010 3:11 pm

i just created this perks for fun. check them out:

orcs: 20% more speed using a blunt weapon, 7% more damage. +20% power attack damage

altmer: destruction spells cost 15% less magicka. all elemetals spells do 5% more damage.

redguards: 15% less of Losing stamina. Applies 19% on sprinting.3% more damage in all one handed meele attacks

dunmer: Each first attack to a group or single enemy with sword or fire spell recives a 1.5 multiplier . ghosts are no longer hostile

argonians: While the chracter is underwater recovers 4 pts of health per second. Swiming speed two times faster.

bretons: A fraction of damage recived its transfered to your magicka. all elemetals spells do 3% more damage.

wood elves: 13% more speed using a bow weapon. 20% of recovering arrow rate. 20% more running speed.

nord: 4.5% more damage in all two handed melee attacks, 5% bonus on heavy armor.

imperial : 33% of avantage in all comercial trades. 3% bonus on light and heavy.

khajiit: Receives a multiplier of 1.5 on sneaks attacks. 30% more running speed. +50% jump height

you know just because im bored i will now name these perks and even add a couple parts to a few

orc :fury of orsinium

altmer:grasp of the arcane

redguard: legend of hammerfell

dunmer: red mountain's fire

argonian: embrace of water

breton: elven awakening

bosmer :y'free's guidence

nord : son/daughter of skyrim

khajiit feline grace
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Prisca Lacour
 
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Post » Wed Jun 09, 2010 5:22 am

anybody else wants to create a few?
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Talitha Kukk
 
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Post » Wed Jun 09, 2010 6:19 am

anybody else wants to create a few?

For Wood Elves: 80% more prone to saying or doing something completely asinine or inappropriate.

It could simply be called "Very close."
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Danial Zachery
 
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