» Sat Mar 05, 2011 9:29 pm
Wanted to make my own topic about this but it got locked - Despite this not REALLY being the topic to do this in, I thought I'd do a little anolysis of the progression of ES games since Daggerfall and how the skills have been streamlined, then use that to try and predict how they will present the 18 skills in Skyrim.
Information gathered from UESP.
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DAGGERFALL = 35 Skills
STRENGTH = Axe, Blunt Weapon, Climbing, Jumping, Long Blade
AGILITY = Archery, Backstabbing, Critical Strike, Hand-to-Hand, Pickpocket, Short Blade, Stealth
SPEED = (none)
ENDURANCE = Swimming
INTELLIGENCE = Centauian, Daedric, Dragonish, Giantish, Harpy, Impish, Lockpicking, Medical, Nymph, Orcish, Spriggan
WILLPOWER = Alteration, Destruction, Illusion, Mysticism, Restoration, Thaumaturgy
PERSONALITY = Etiquette, Mercantile, Streetwise
LUCK = (none)
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MORROWIND = 27 Skills
STRENGTH = Acrobatics, Armorer, Axe, Blunt Weapon, Long Blade
AGILITY = Block, Light Armor, Marksman, Sneak
SPEED = Athletics, hand-to-hand, Short Blade, Unarmored
ENDURANCE = Heavy Armor, Medium Armor, Spear
INTELLIGENCE = Alchemy, Conjuration, Enchant, Security
WILLPOWER = Alteration, Destruction, Mysticism, Restoration
PERSONALITY = Illusion, Mercantile, Speechcraft
LUCK = (none)
WHAT CHANGED?
In addition to some major streamlining of the more specific skills and the total elimination of languages, some expansion also occurred. We got the Armorer skill as well as armor-wearing skills that weren't there before. It seems that there was an effort to spread skills logically and more evenly between the attributes. We also had the addition of spears and the spear skill. Also, we lost a lot of ancillary stealth and combat skills like critical strike and pickpocket, and they were incorporated into more all-encompassing skills. Climbing was gone completely, sadly, and could have easily been part of the acrobatics skill but was not a feature. We also lost Thaumaturgy, Medical, Streetwise and Etiquette that all either disappeared completely or were just now part of game mechanics. If you tried to heal yourself you just would, there was no skill associated with it. Etiquette was now persuading people with bribes or tone-of-voice and streetwise was, ultimately, made obsolete with the new systems in place. All in all this was a lot of major improvements and logical combining of skills.
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OBLIVION = 21 Skills
STRENGTH = Blade, Blunt, Hand-to-Hand
AGILITY = Security, Sneak, Marksman
SPEED = Athletics, Acrobatics, Light Armor
ENDURANCE = Armorer, Block, Heavy Armor
INTELLIGENCE = Alchemy, Conjuration, Mysticism
WILLPOWER = Alteration, Destruction, Restoration
PERSONALITY = Illusion, Mercantile, Speechcraft
LUCK = (none)
WHAT CHANGED?
It seems with this new skillset that effort was put into relegating skills that fall under one of the three archetypes (Warrior, Mage, Rogue) into similar Attribute sets. By this I mean that if you were to want to be a stealth character, you would focus on Speed, Agility and Personality in order to maximize those skills. They overlap of course, but that's to be expected. Also, there are an even number of skills per archetype, 7 each, further simplifying things for players wishing to focus on one particular archetype. This chart helps to see what I'm talking about: http://www.uesp.net/wiki/Oblivion:Skills
So, we lost Medium armor, because it was no longer in the game, as well as Spears, Unarmored and the difference between long and short blades. We also sadly lost enchanting because, as with many things from Daggerfall to Morrowind, it seemed that the mechanics took over from what the skill numbers were doing in the previous iteration. Also, it is good to note that because of the radical change in combat system (from a dice roll to a physics based to-hit system) a lot of the skill-based stuff became part of the physics and mechanics (e.g: sneak attack.
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SKYRIM = 18 Skills
The possibilities are fairly open here, so I'll offer a simple solution, and then a radical solution. First, the simple one, where we simply remove one skill from each of the three archetypes (what we know about mysticism and enchanting complicates this a bit), and combine the effects across the rest of the skills.
NOTE: Skyrim has no attributes and that opens up a lot of possibilities with the perks and the supposed 'constellation system' that could add even more depth, but for simplicity's sake we'll look at them for what the skills used to represent.
SIMPLE:
STRENGTH = Blade, Blunt, Hand-to-Hand
AGILITY = Security, Sneak, Marksman
SPEED = Athletics (INCORPORATES ACROBATICS), Light Armor
ENDURANCE = Smithing, Heavy Armor (BLOCK REMOVED, PURELY REFLEX AND BLOCKING ITEM ATTRIBUTE BASED)
INTELLIGENCE = Alchemy, Conjuration, Enchanting (MYSTICISM GONE)
WILLPOWER = Alteration, Destruction, Restoration
PERSONALITY = Illusion, Speechcraft (MERCANTILE GONE, INCORPORATED INTO SPEECHCRAFT)
LUCK = (none)
RADICAL:
STRENGTH = Two-handers, Weapon-and-Shield, Hand-to-Hand
AGILITY = Stealth (INCORPORATES SECURITY AND SNEAK), Marksman
SPEED = Athletics (INCORPORATES ACROBATICS), One-handers (includes dual-wielding), Light Armor
ENDURANCE = Crafting, Heavy Armor (BLOCK GONE, PURELY REFLEX AND BLOCKING ITEM ATTRIBUTE BASED)
INTELLIGENCE = Alchemy, Conjuration, Enchanting(MYSTICISM GONE)
WILLPOWER = Alteration, Destruction, Restoration
PERSONALITY = Illusion, Speechcraft (MERCANTILE GONE, INCORPORATED INTO SPEECHCRAFT)
LUCK = (none)
Tell me what you guys think and what your predictions for the skills are!