» Thu Oct 15, 2009 6:30 pm
Not an actual request, just an idea to toss out as "something for the forum to consider.
The idea is to have non-skill skills, sort of, that can be acquired with some difficulty during the game, as well as giving out a few initially and at fixed points in quest progression.
These skills would be called "Subjects" and "Lores", depending on whether they are abstract or much more everyday, and they would play into increasing the effectiveness of actual skills.
Example: you have an archer meant to be an assassin. Your priorities will be on marksmanship and stealth. You might choose to be skilled at mathematics and then further in the dependant area of physics. You're out of actual benefits at this point, but it's your intent to learn "Ballistics", which gives you the ability to finely target trajectories. No more direct-fire assassinations (unless you need to), you can snipe from behind a house, knowing where your arrow will land. But your character needs to learn ballistics to get any kind of "active targetting" for that kind of shot. The PLAYER can still line these shots up no matter what, but the character won't be able to (no on-screen targetting assistance) without the knowledge of ballistics.
Example 2: You're playing a character that will wear ebony armor. You specifically put ourself on a path to learn the physical properties of ebony, which is probably a "Lore" (while the mystical properties would be a Subject). What this does is allow you to repair ebony more efficiently with the proper tools. Perhaps it even gives you a slight encumbrance bonus while wearing ebony armors. Because you know how to move in it, how to repair it best, etc.
Example 3: You're playing a hunter. Specifically, a werewolf hunter. There is an accumulated lore to werewolves, but it's not something you can start with. So you take a few of the prerequisite Lores. Maybe an Animal Lore, as well as Common Daedric Lore (pre-requisite for learning more about Hircine in specific, gives you the locations of the main shrine to each Daedric Prince, etc.), as well as Hircine's Lore (this gives you the locations of Hircine's shrines, as well as new dialogue options when speaking to Hircine's followers). Then, in-game, you can eventually meet a master who will teach you all about werewolves and the hunting of them. Possibly with a few other prerequisites as well (something that touches on a supernatural beast Lore, for example, and possibly the physical and mystical properties of silver).
Example 4: you're an alchemist. You'll most likely want to learn herb lores, etc. These will help you harvest plants for more stuff, or improve the regen time for plants, etc. As you move on, you'll want to study all manner of Subjects on the mystical properties of materials, plants, etc. You may even wish to learn some hunting-related lore in case you rely heavily on creature-derived materials for your potions. This would also allow alchemists to "jump ahead" of skill-based properties, but only for selected items (ie, herb lore will give you ideas about what herbs povide cure disease/poison/whatever, and mystical herb properties as a subject would give you ALL the properties for herbal ingredients)
This would be a skill tree system, but one with multiple roots.
While it should be POSSIBLE to acquire all knowledge, it should require SUBSTANTIAL effort to do so. A normal playthrough should see a player able to gather no more than 25% of all knowledge. There should be multiple knowledge areas that apply to each skill, and some that are more abstract than concrete. Each knowledge area may or may not affect multiple skills. To acquire new knowledge, you need do nothing other than play and follow "directions" as given. Normal acquiring of fame and fortune and status will open doors. Briefly. That should provide for about 20% of all possible knowledge, if you do EVERYTHING. Another few Lores and such can be easily acquired through performing various feats that are reasonable, such as "discovering all locations". The rest require an obscene fee, or some incredibly difficult feats. Things like that. Where it might take you 10 hours of dedicated effort to be able to learn ONE new knowledge area.
I offer this without recommendation. It's simply an idea I had for how characters can diversify for an extended period of time without placing restrictions on the player.