» Fri May 27, 2011 5:50 am
The #1 idea for TES V (importance-wise) is to get rid of the horrible system for stat gains. First thing anyone who plays on PC says if I mention Oblivion is "I hope to God you are using a replacement levelling system".
That's because it's just blatantly strange. So I practice conjuration, hand-to-hand, illusion, and alteration for 20 levels each before gaining a level. Why? because I needed the extra spell levels and just wanted to take a break from swords. That's just a choice. Except given the system, I'm hurting myself by doing too many skills. I'm losing a +5 here. While the natural growth mods work well enough for me, that's not quite keeping with "TES tradition". If we had to go with an existing base, everything I've heard (no, I haven't played Morrowind yet. Blame the post office for that) is that Daggerfall is the most reasonable one to work with. Not particularly a spectacularly original system, but effective, and it allowed someone to choose to be me (really, really low personality scores, high Endurance). We aren't going back to it. I'd bet money on that. But if the devs started from there, it could be a good thing.
Here's a different take, though: you pick a race. I'm going to be a Redguard because I always wind up being one. And I always wind up choosing between them, Nords, and Orcs. That gives me certain estimated stats. Now, I choose a custom class. And it makes my personality scores svck. Because I never care too much if people like me or not. So I start having severely stunted personality, but really high endurance. Like, if you added up all of my endurance-related skills and divided by the count of them, it would be a fraction of my starting value. My personality, on the other hand, would be lower than the average. I exit the tutorial-like dungeony thing. I pummel the local wildlife, hack up a roaming beast and barely escaqpe with my life, sneak around for a while and save up to acquire new spells for schools which I didn't have an initial spell in. I play with those a while and set out exploring. I gain a level. I get a number of points to distribute somewhat "as I see fit". The number is based on my skill increases, just like Oblivion... except not. I can add a point to any skill that had an increase, until I'm so far out of line with my average. Then it won't work. But my personality score is so low that I can add a few points there despite only gaining three levels playing around with some crappy Illusion spells, and doing nothing with speech (and not quite enough to gain a level in Mercantile). Meanwhile, I might be able to raise Endurance 1 point, or maybe not at all. Those of you pointing out that when the count resets, I'm possibly screwed would be right, except "why reset the counts, just subtract whatever it takes to make it all work". Essentially, this makes practicing Illusion VERY beneficial to me (low Personality), but blocking like a coward all the time does very little for my endurance, comparatively. As my Personality comes up, casting light spells all night does less and less for my stats, but on the other hand, working on all of my Endurance skills does help "balance" my character back out (skills and stats are more aligned), thus allowing me to benefit more from future skill increases.
So the key points:
1. Skill increases aren't reset on level-up.
2. Stats that are naturally high require more skill increases per point than low stats.
3. Stats that are abnormally low can be raised on few or no skill increases, because the character is trending below the skill average.
4. No limit on the number of stats you can raise per level.
5. points per level ARE capped AND floored. (Ie, no more than 20, no less than 3 or something)
6. when all is said and done, if someone wants to powergame and get everything to 100 (stats and skills), it should all top out right about the same place (and if you don't, it doesn't matter!)
7. Of course, I don't quite know how you'd manage to avoid issues where you could maximize your major skills far, far sooner than anything else and otherwise kill level advancement. But that's what discussion is about: having people see solutions and problems you can't.
Leave personal preferences about skill and stat limitations aside (I doubt Bethesda is going to cap minor skills at 90, or make it so that reaching all 100 in stats is impossible). Just comment on whether or not this is a better system for allowing the same results Oblivion did, by removing the strange gameplay aspect.