Should there be Major and Minor skills again?

Post » Fri Dec 04, 2009 7:43 am

I'm assuming most of us here are familiar with Morrowind's system of having major and minor skills along with misc skills. Should they come back for Skyrim?
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Richard Dixon
 
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Post » Fri Dec 04, 2009 3:27 pm

I'm assuming most of us here are familiar with Morrowind's system of having major and minor skills. Should they come back for Skyrim?

absolutely need major/minor skills.
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Lindsay Dunn
 
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Post » Fri Dec 04, 2009 6:13 pm

yes please
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elliot mudd
 
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Post » Fri Dec 04, 2009 11:20 am

Then it would be too easy to level up without.
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City Swagga
 
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Post » Fri Dec 04, 2009 3:06 pm

I definitely want to see a return of Major/Minor/Miscellaneous skills. Even better would be a cap for each, so you can only Master Major Skills, then Minors possibly capped at 75, and then Misc ones at 50 (just picking numbers out of my head, not dayingthis is exactly what they should be). That way class actually means something.
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gary lee
 
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Post » Fri Dec 04, 2009 8:08 am

I definitely want to see a return of Major/Minor/Miscellaneous skills. Even better would be a cap for each, so you can only Master Major Skills, then Minors possibly capped at 75, and then Misc ones at 50 (just picking numbers out of my head, not dayingthis is exactly what they should be). That way class actually means something.



This.
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brandon frier
 
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Post » Fri Dec 04, 2009 10:47 am

I think the skill system is better suited to having three primary skills, three major skills, and six minor skills with the rest being misc.
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Mélida Brunet
 
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Post » Fri Dec 04, 2009 6:20 pm

The bonus to minor skills was rather pitiful, frankly, and you still had to pump at least a thousand bucks into each of them before they bcecame anywhere near reliable. Oblivion's emphesis on making all skills of a class equally viable at the start was a much better setup overall.
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Jason King
 
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Post » Fri Dec 04, 2009 5:47 pm

No, in Morrowind the slots for Minor Skills forced unneeded Skills merely to fill the Slots to make the Class. This ruined much of the potential variety in Character Class. That meant for any real difference in play style it was up to the Player to avoid certain Spells, and actions. There was simply too many Slots, and not enough Skills, nor Variety. Oblivion suffered by not enough different Skills to fill the Majors, and give most classes a Unique feel. Most of the time you were stuck in a standard Cooking Cutter type Build.

I suppose I feel this way since I hosted the Morrowind Character Database, and assisted in the creation of the Oblivion Character Database. As well as added to it. So I found myself structuring Class Build for many players. The wall I always ran into was giving them them their Major Skills, then forced to throw in Minors that did not go well with the Character concept. So most of the work was explaining the method in which to get that desired feel for the Character. Such Combat Tactics, desired Factions, Armor selections, more or less for cosmetic reasons. Role Playing ideas, as well as Mods to insist in acquiring armor, or other mechanic altering Mods.

For Oblivion it was generally the same thing. Just it always felt like a slightly modified Default Class. Again requiring me to think of the Class, find some information about it. Then building a set of Guide Lines. While it was fun, it felt like I was taking the same idea, and throwing a new coat of paint on it, and saying. "Here is your own unique class!"
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Luis Reyma
 
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Post » Fri Dec 04, 2009 9:06 pm

I voted no. I'd actually prefer it if we had just skills, without even dividing them into major and minor. But we should be given greater control over the starting values of our skills.

One possible system is that at character creation you get 21 skill points and all skills start at Novice level, which is to say they start at 5. You can then upgrade a Novice skill to Apprentice value (starts at 25) for 1 skill point, upgrade an Apprentice skill to Journeyman (starts at 50) for 2 more points, and finally upgrade a Journeyman skill to Expert (starts at 75) for a further 4 points. What all that boils down to is that Apprentice skills cost 1 point, Journeyman skills cost 3 points, and Expert skills cost 7 ponts. This is only starting values of course, you can later train your skill however you want.

A few possible distributions:
- jack of all trades, master of none: start with 21 Apprentice skills
- trained professional: start with 7 Journeyman skills
- focused specialist: start with 3 Expert skills
- specialist with many interests: start with 1 Expert skill, 3 Journeyman skills, and 5 Apprentice skills

There'd still be the various classes, only they'd actually be more templates that determine starting values rather than actual classes and they could probably all follow the "trained professional" setup of 7 Journeyman skills.


Of course what we're actually going to get is most likely something very similair to Oblivion's system.
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Sabrina Steige
 
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Post » Fri Dec 04, 2009 3:18 pm

The bonus to minor skills was rather pitiful, frankly, and you still had to pump at least a thousand bucks into each of them before they bcecame anywhere near reliable. Oblivion's emphesis on making all skills of a class equally viable at the start was a much better setup overall.

This.
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Bambi
 
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Post » Fri Dec 04, 2009 12:18 pm

Yes, but I also would not mind Daggerfall's system.
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Sarah MacLeod
 
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Post » Fri Dec 04, 2009 3:48 pm

Really, I'd like to switch the entire leveling/skill system closer to say..the GCD mod for Morrowind.
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Veronica Martinez
 
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Post » Fri Dec 04, 2009 9:04 pm

I would prefer returning to the Major/Minor/Misc system. Or some sort of synthesis between the two such as allowing 10 major skills instead of only 7 in Oblivion.
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Fanny Rouyé
 
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Post » Fri Dec 04, 2009 3:07 pm

Yes, but I also would not mind Daggerfall's system.

Same here.
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sarah taylor
 
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