Skill and Perk Requirements for Wielding Weapons and Armour

Post » Wed Mar 30, 2011 3:30 am

I was thinking... and this thought came across me... what if... hold tight: you are required to have a certain skill or perk to equip this or that? For example: you won't be able to wield that big battle axe because it's too heavy and needs more skill to handle.

I definately think it should be in. It would be more realistic and immersive to have to have a higher base-skill to wield a weapon. But it can be frustrating for some more eager and inpatient fans. But, for me, yes - I'd love it. I think it would be a good idea (for a FEW weapons). It encourages you to have that or that skill and you become more determined to get that skill. However, the skill shouldn't be set to high, because it would take to much effort and time to only get to wield a certain weapon or armor.

OR... another idea... that came across me... Skill and Perk requirements for swinging in a certain way with your weapon or more devastating finishing moves.

So... yeah? What do you think? Leave a comment, lol.

DISCUSS!

http://www.youtube.com/watch?v=c4hSfAoDcoI
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Wayne Cole
 
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Post » Wed Mar 30, 2011 2:34 pm

If it's implemented well, sure.
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Gen Daley
 
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Post » Wed Mar 30, 2011 5:09 am

It would be more realistic and immersive to have to have a higher base-skill to wield a weapon.


How is it more realistic? If I have never trained with any 2-handed weapons, I am pretty sure I could still pick one up and swing it around. I just wouldn't be very effective with it.
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Cartoon
 
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Post » Wed Mar 30, 2011 5:59 am

How is it more realistic? If I have never trained with any 2-handed weapons, I am pretty sure I could still pick one up and swing it around. I just wouldn't be very effective with it.

But you need to be strong to wield, for example, a BIG axe. And you need to have a somewhat backround from axe-swinging to properly use this BIG axe.

Don't you think?
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Claire
 
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Post » Wed Mar 30, 2011 6:08 am

But you need to be strong to wield, for example, a BIG axe. And you need to have a somewhat backround from axe-swinging to properly use this BIG axe.

Don't you think?

No axe I have ever wielded was so massive I couldn't wield it. And if a two-handed can't pick up their weapons how are they expected to get good with them. Be a waste to have to train in one-handed just to begin to use two-handed weapons.
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 3:00 am

But you need to be strong to wield, for example, a BIG axe.

I somewhat agree. If you understand physics (levers, momentum, etc.), you can swing a great axe pretty well without being strong. Plus, having a high 2-handed skill doesn't imply that you are strong, only that you have trained with those weapons.

And you need to have a somewhat backround from axe-swinging to properly use this BIG axe.

Don't you think?

Yes. You need skill to properly use it. You don't need any skill to pick it up and swing it around.


I would be ok with needing a perk to use some of the more powerful weapons (like exotic weapon proficiency in DnD). This would give you an increase in power, at the cost of not being albe to use another perk. I doubt this will exist in Skyrim, but would be an interesting option.
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tiffany Royal
 
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Post » Wed Mar 30, 2011 2:18 am

I somewhat agree. If you understand physics (levers, momentum, etc.), you can swing a great axe pretty well without being strong. Plus, having a high 2-handed skill doesn't imply that you are strong, only that you have trained with those weapons.

But now that the attributes are gone, we need something which can define strength. And I thought that strength could be measured in the skills themselves.
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Christine Pane
 
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Post » Wed Mar 30, 2011 1:27 am

Well thats not better way I think, since we all can use items and nothing forbid us to do thats
skills affect on inflicted damage with weapon, armors protect more if we know how to use it in proper way,
but thats will be nice to see such requirements but in different mechanic, how about slowing weapon speed, speed of character in armor thats over his skills, increasing Spell Effectiveness penalty, increasing fatigue usage, decreasing effect from perks like critical chance and ignore armor damage, affect cost of spells?

If Player will see thats his charter is slowed down, slower in attack, run out stamina fast, has lesser damage and have large spell penalties, thats will be visible signal to train more before use such item, and will be much better then an menu thats forbid equip item but not forbid have it in inventory or drag with havok.

Attributes before nicely work with such penalties in Modoblivion, now when there is no attributes such features need much more complex calculation, but thats can be done.
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Motionsharp
 
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