VERY LONG LIST AHEADSkill groups and subskills:Instead of every skill being single free floating they should be grouped in some way. This basically allows for having many more single skills but still not having them lose, ones that are grouped together would profit from each others leveling.
The group system:One possibility how the group could influence the subskills could be by taking the average of all skills in the group, all skills below the groups level have a effectiveness up to the groups level. Their current effectiveness could in fact be random OR heavily dependent on your characters condition, if you're in bad shape the effectiveness will be more towards the skills actual level.
As a example it would work like this:
Skill Group –
Lvl. ((5 + 15 + 20 + 40)/4) = 20- Subskill 1 – Lvl. 5
- Subskill 2 – Lvl. 15
- Subskill 3 – Lvl. 20
- Subskill 4 – Lvl. 40
The effectiveness of a skill is basically how it would behave if it was raised artificially meaning you can handle that skill better but it doesn't necessarily come with all the advantages yet.
That way not every skill in the group HAS to be leveled up in order to be usable but leveling them up still brings advantages.
Skill and group list:Here's a overview of what skills and groupings I'd like to see. The list itself is not really final, there could still be some skills added, merged or change between categories but it's pretty close to what I'd see as ideal.
Note that some also contain potentially none weapon tools and abilities like fishing rods for example.
Similarly they are not equally dividable by 3 as I try to get AWAY from the “big 3” thinking of needing to cram it into “warrior; mage; thief” categories.
Also a
BIG NOTE, below in ranged weapons I mention Rifles and Pistols, note that I DON'T mean combustion based firearms but generally mechanism operated projectile devices like crossbows. Since this could also include other such devices I left the name more open this way.
Magic is still a bit open since it's hard to exactly pinpoint what would best fit in which category.
On “martial arts” something I'd suggest is having a selection of fighting styles that can be “equipped” like weapons and tools, that way you could more easily change between how you want to fight without requiring button combos.
Martial Arts:-Boxing (Using your hands to attack)
-Kicking (Using your feet to attack)
-Grabs/Holds (Grabbing and holding)
-Throws (Throwing held opponents)
Light:-Knifes (Short bladed weapons)
-Daggers (Primarily stabbing and thrusting weapons)
-Short swords (Sturdy small swords)
-Baton (Short stick weapons)
-Gauntlets (Wrist or hand mounted weapons)
One handed:-Swords (Single handed bladed weapons)
-Sickle (Weapons with inwards curved blades)
-Clubs (Hefty one handed weapon)
-Small axes (Small one handed weapons with heavy and sturdy bladed head)
-Hammers (Small top heavy blunt or pointy weapons)
Two handed:-Long/Great sword (Two handed blade weapons)
-Crescent blade (Large weapons with inwards curved blades)
-Large Clubs (Two handed hefty weapons)
-Large Axes (Large one handed weapons with heavy and sturdy bladed head)
-Large hammers (Large top heavy blunt or pointy weapons)
Poles:-Staffs (Center held stick weapons)
-Spears (Bladed weapons held from one end)
-Poleaxes (Poles with heavy blades, held from one end)
-Halberds (Poles with hooks and pikes)
Flexible:-Whips (Swung weapons with tip based momentum)
-Chains (Swung weapons with full length momentum)
-Flails (Swung weapons with flexible middle and rigid tip)
Ranged:-Shortbows (Compact bows)
-Longbows (Large bows)
-Rifle (Loaded and fired weapons requiring 2 hands)
-Pistol (Loaded and fired weapons requiring 1 hand)
Thrown:-Light throwing weapon (Light built weapons meant for throwing)
-Heavy throwing weapon (Heavy built weapons meant for throwing)
-Sling/Rope (Momentum based items)
-Pole tossing (Throwing pole weapons that remain straight in flight)
-Small item (Uncategorized small items [fits in one hand])
-Large item (Uncategorized large items [requires 2 hands])
-Juggling (Catching thrown items)
Athletics:-Running (Ability to run or sprint with less stamina use)
-Jumping (Able to jump higher and longer)
-Swimming (Swimming faster and with less stamina use)
-Diving (Dive deeper and faster, hold your breath longer)
-Climbing (Climbing faster and with less stamina use, able to hold on to your weight)
Acrobatics:-Sneaking (Move unnoticed)
-Trick jumping (Shifting your weight and direction mid jump, wall jumping...)
-Dodging (Able to twist, turn and duck hits)
-Balance (Able to move on uneasy grounds, prevent falling or tripping in combat)
-Dancing (Perform dances and acrobatic tricks)
Wear:-Armor (Stiff and rigid items restrict movements less)
-Burden (Heavy clothing and items don't slow you down as much)
-Gear (Loosely worn equipment restricts/slows you down less and makes less noise)
-Attire (Wide or unfitting clothes don't restrict your movement range)
-Restraints (Wider movements while restrained, escape restrains easier)
Blocking:-Parry (How well you can deflect attacks with weapons [influenced by this skill AND weapon skill and type])
-Buckler (Small and light shields)
-Shield (Large shields)
-Gauntlet (Deflecting attacks with your arms)
-Body (Absorb blows without being knocked down)
Crafting:-Woodworking/Carving (Create and repair wooden and carve/cutable items)
-Metalworking (Create and repair metal items)
-Fabricworking (Create and repair items made of fabrics, leather and flexible/elastic materials)
-Pottery (Create and repair items made of moldable materials)
-Mechanics (Create and repair mechanisms)
-Animal processing (Extract and process materials from creatures)
-Plant processing (Extract and process plant materials)
Precision:-Lockpicking (Manipulating locks and small mechanisms)
-Engraving/Calligraphy (Creating runestones and scrolls)
-Detailing (Allows to raise value of some items my making small improvements)
-Precision crafting (Create small and detailed items)
-Painting (Create paintings)
-Music (Perform music and play instruments)
Chemistry:-Alchemy (Extracting magical properties from substances)
-Cooking (Make food more edible and create food items)
-Chemistry (Create mixtures with chemical effects)
-Brewing (Mix and enhance extracts, create concentrates)
Medical:-Wound treatment (Tend and repairing wounds)
-Surgery (Ability to treat and repair severe wounds, remove foreign items with minimal damage)
-Infection treatment (Identify and treat diseases and poisons)
-Anatomy (Allows you to know more exactly about vital system, also useful in combat)
-Veterinary (Improves handling and treating of sick animals)
Perception:-Taste (Ability to identify tastes and scents)
-Perception (Ability to “scan” for hidden or “invisible” things)
-Awareness (Improves your characters reaction time)
-Sharpshooter (You can zoom further while aiming a ranged/thrown weapon)
-Body language (Your character knows when your opponent intends to attack and can react earlier)
-Empathy (Identify a persons emotions and feelings)
-Concealed (You notice concealed weapons and items easier while pickpocketing)
Searching:-Stealing (Pickpocketing)
-Mining (Gather ores and gems out of rock)
-Digging (Find plants, animals or items buried in the ground or sand)
-Farming (Harvesting plants more efficiently)
Conversation:-Authority (Command and intimidate)
-Negotiation (Haggle or calm)
-Entertainment (Joke and taunt)
-Deception (Lie and confuse)
-Seduction (Ability to raise desires over duties)
-Teaching (Ability to teach your skills to other NPCs)
-Acting (More convincing while wearing disguises/costumes)
-Singing (Allows you to perform songs and create/imitate tunes and sounds)
Lingual:-Etiquette (Slang of nobles and upper class)
-Streetwise (Slang of the average and low classes)
-Mercantile (Slang of professional merchants)
-Exotic (Languages of less civilized species)
-Daedra (Daedric languages)
-Ancient (Extinct languages)
Animal handling:-Riding (Stay on top of a moving creature and act from there)
-Commanding (Give animals commands they then perform)
-Herding (Control groups of animals)
-Taming (Train animals to like you and do things)
-Calming (You do not provoke attack or flight reactions from animals)
Destruction: (Energy)
-Heat
-Cold
-Light
-Electricity
-Radiation
-Corrosion
-Vibration (sound)
-Force (momentum, pull)
Restoration: (Manipulate living matter)
-Animate (Stimulate tissue growth)
-Restore effect
-Modify wound
-Modify attribute
-Modify resistance
-Mutate (Grow new abilities)
Mysticism: (Spiritual manipulation)
-Empathy (Sense creatures and objects)
-Telepathy (Direct mental communication)
-Spirit control (Manipulate your own or others spirits)
-Mana control (Manipulate mana flow)
-Teleportation and marking
Alteration: (Warp physical properties)
-Change structure (corrode, reactivity, density, friction)
-Change density/state
-Mass
-Gravity (levitation, telekinesis)
-Momentum (amplify, nullify, reverse, redirect)
-Time (slowdown, stasis)
Conjuration: (Summon things)
-Summon element (fire, water, poison, disease)
-Summon object (item, weapon, armor)
-Summon creature
-Summon spirit
-Summon daedra
-Create portals
Enchant: (Bind and flow magic through items)
-Amplify/boost (magical) equipment
-Spellcrafting (combining spells)
-Enchant with spell
-Magical interaction (activate artifact)
-Magic circle (ban circle, area effect)
-Remove enchantment
Illusion: (Manipulate perception)
-Mirage (Implants an appearance on a suitable object or entity)
-Suggestion (Implant simple thoughts)
-Mind control (Take control over someone)
-Hallucination (Implant altered impressions)
-Lockdown (Disruption of mental processes)