TESV Ideas and Suggestions #135

Post » Fri May 27, 2011 3:15 am

Welcome to TES V Ideas and Suggestions # 135

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition:


http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
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lisa nuttall
 
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Post » Fri May 27, 2011 5:17 am

Natrual events effecting the interiors not majorly for example you can look through a window and see the effects of the weather on the outside. And a very distinct idea would be say a window which can you give you a look of the exterior from the interior if that would be too much limiting the size of the windows giving you a vauge look outside or even use a preset in the construction set
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gemma
 
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Post » Fri May 27, 2011 7:03 pm

Lichdom should be attainable

+20 to intelligence, wisdom
-20 to strength, endurance, personality

+25 to conjuration, +10 to all other magic skills except restoration, -25 to restoration
-10 to light and heavy armor, block, medium armor, +10 to unarmored
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how solid
 
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Post » Fri May 27, 2011 6:23 pm

Natrual events effecting the interiors not majorly for example you can look through a window and see the effects of the weather on the outside. And a very distinct idea would be say a window which can you give you a look of the exterior from the interior if that would be too much limiting the size of the windows giving you a vauge look outside or even use a preset in the construction set


It's a limitation of the current system to be able to see outside as interiors are seperate using the game engine to save system resources; this is why there's a loading screen between them. However, FO3 (same engine) made advances in having the exterior light show appropriately in interiors depending on day or night. The best we could ask for until the engine is replaced by a more powerful one is to hear the weather effects when indoors: rain on the roof, wind blowing, thunder, etc.

On a similar note: it would be nice to have alternate entryways through the windows (or chimneys?); thieves seldom take the front door when there's a less conspicuous route.

Another thing: what about bashing locks open instead of picking them? Have a chance based on your strength stat, perhaps? What about bashing chests open being easier than bashing a lock? If the chest is made of wood, of course.
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IM NOT EASY
 
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Post » Fri May 27, 2011 6:22 am

I asked this one before but it got kinda drowned.

On magic, how "available" is magic in the lore of TES?
I mean, in Oblivion every low life bandit can pummel you with fireballs, however the game world doesn't really reflect magic as being THAT easily available.

So, are there any lore based documents that state just HOW available magic is?
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TASTY TRACY
 
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Post » Fri May 27, 2011 4:15 pm

Joining Guilds should be much tougher and attaining rank should also take longer and requirements should be tougher. Should go back to the roots of Daggerfall. Morrowind and Oblivion it's pretty easy to joing any guild and become the highest rank, and by the end of your char most will have attained the highest rank in multiple guilds. It's simply not realistic to be the Master of x amount of Guilds. Unless you're role playing your char and purposly not joining certain guilds. At least in Daggerfall even if u achieved the highest rank it took at least a year in game time to get there. In oblivion or morrowind u could literally do it in less than a month. Something to think about. Also, in Morrowind and Oblivion it seemed u could join just about any guild no matter what. In Daggerfall there were statistical prerequisites to join any guild. If you were not worthy you were not allowed to join. Also, reputation played a factor. Example if u had a bad regional reputation u could get expelled from a guild. Attaining ranks in guilds should be much tougher. Not like in Oblivion lets hold your hand bs.

Everything should be tougher overall. I'm not so much talking about enemy npc or creatures. I'm talking about the nature of the game. Example, if you do a crime u gotta do the time. It seems like in Oblivion and Morrowind u could pretty much pay most crimes and pay some gold a little slap on the wrist and that's it. In Daggerfall for example, if you killed someone and got caught you could spend up to a year in Jail. Even in little small petty crimes like getting caught for lockpicking or sleeping in public u would go to jail for x amount of days. Most crimes u couldn't pay your way out of u had to do the hard time.

-edit- Sorry if that was a little off topic. I like the idea of being able to bash open chests or doors if you can't lockpick it. You could even incorporate something that if u try to bash open a chest u might possibly damage some of the items inside of it if u decide to take that chance.
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Chloe Mayo
 
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Post » Fri May 27, 2011 9:47 am

Lichdom should be attainable

+20 to intelligence, wisdom
-20 to strength, endurance, personality

+25 to conjuration, +10 to all other magic skills except restoration, -25 to restoration
-10 to light and heavy armor, block, medium armor, +10 to unarmored

Lichdom should be much more than a simple attribute change, although the attributes you chose are appropriate, although I think necromancy should take the place of conjuration.

Lichdom should also bring all the goodies of undeath with it. Water-breathing, water walk (as a lich constantly levitates, although not enough to fly without using a levitation spell). No need to eat (and also no benefit from food, although potions should still work), and no need to sleep (which also brings the issue that sleeping does not regenerate your HP, as your tissues are dead and can not reform unless forced to with magical means).

Also, as a powerful lich who, through the Miracle of Undeath™, one know understands the deeper mysteries of magic inherently. One know no longer needs a spell making service to make lower level spells. A lich can adapt to almost any situation through their magic, but still need spell making services to formulate more powerful spells.

However, as a lich, one must use illusion or some other disguise in order to fit in with modern society. Even more difficult to hide is that a lich has no soul in their body, so a detect life spell should reveal no life. This would make it more difficult to hide around those who use such a spell (such as Imperial Battlemages, who would most likely spot a lich very quickly).
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Tiffany Holmes
 
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Post » Fri May 27, 2011 4:08 am

-snip-

Seconded, good ideas there.

On undead, there should also be more than humans. Look around, all skeeltones - human, all ghosts - human, all zombies - human. And from the looks of it all are male too.
Only exceptions are the wraiths but they are ancient elven ghosts. You got 10 races, have some undead diversity.
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Lynne Hinton
 
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Post » Fri May 27, 2011 5:08 pm

Seconded, good ideas there.

On undead, there should also be more than humans. Look around, all skeeltones - human, all ghosts - human, all zombies - human. And from the looks of it all are male too.
Only exceptions are the wraiths but they are ancient elven ghosts. You got 10 races, have some undead diversity.

I imagine an undead orc would be a fearsome opponent. Undead are resilient as it is, we don't need a resilient race being an undead.

On that question about the availability of magic. I couldn't find the exact book, but I did find this: "Even more shocking, Galerion proposed to make magical items, potions, and even spells available to any member of the general public who could pay." - The Origins of the Mages' Guild

Magic is, essentially, available to anyone who wishes to learn it (without a tutor, even), and available for some cash for a few lessons to learn a spell. Magic is available to everyone because Nirn is created from magicka. It flows through every being and everything. It's a natural force, akin to gravity.
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Rhysa Hughes
 
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Post » Fri May 27, 2011 11:49 am

I imagine an undead orc would be a fearsome opponent. Undead are resilient as it is, we don't need a resilient race being an undead.

On that question about the availability of magic. I couldn't find the exact book, but I did find this: "Even more shocking, Galerion proposed to make magical items, potions, and even spells available to any member of the general public who could pay." - The Origins of the Mages' Guild

Magic is, essentially, available to anyone who wishes to learn it (without a tutor, even), and available for some cash for a few lessons to learn a spell. Magic is available to everyone because Nirn is created from magicka. It flows through every being and everything. It's a natural force, akin to gravity.

I think my main problem with that "Availability" of magic is that the game world doesn't really reflect that.
Besides it really makes the game world boring, i mean look at Oblivion. Learning magic was neither a "challange" nor fun. And no, I don't mean skill failure. You didn't really have to LEARN magic.

They should really re-think how magic is handled, one idea there is to actually split learning the MAGIC and learning the CASTING and instead of "buying" spells you can only buy "lessons". I still have to complete my revised skill list, that would explain it a bit better.
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Claire Mclaughlin
 
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Post » Fri May 27, 2011 1:37 pm

Find a way so that in large battles I don't end up killing my fellow allies. I can't tell you how many people I've killed on accident as a mage.
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Trent Theriot
 
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Post » Fri May 27, 2011 2:20 pm

I think my main problem with that "Availability" of magic is that the game world doesn't really reflect that.
Besides it really makes the game world boring, i mean look at Oblivion. Learning magic was neither a "challange" nor fun. And no, I don't mean skill failure. You didn't really have to LEARN magic.

They should really re-think how magic is handled, one idea there is to actually split learning the MAGIC and learning the CASTING and instead of "buying" spells you can only buy "lessons". I still have to complete my revised skill list, that would explain it a bit better.


I was thinking magic could be revised to be made more interactive. Instead of having really simple spells, there could be conditional spells: for instance, deal x fire damage if fire resistance < other resistances, else ...

This system could be expanded for some interesting spells.

It might also be interesting if there was some sort of magic which dictated the "rules" of a certain engagement. For instance, it could dictate where spellcasters must stand relative to eachother to cast magic, or whether certain areas will cause healing spells to deal damage when cast, etc. A system like this, especially when other groups of conditions can be applied, could account for almost all of the spell effects in Mysticism, and it would make for some diversity in magic encounters. This system could be implemented in all magic schools depending on what the "conditions" are.
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RUby DIaz
 
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Post » Fri May 27, 2011 2:43 am

I'd like to see more skills and changes to existing skills, for example:

Axe (Strength)
How well you can wield axes.

Blunt (Strength)
Governs maces and hammers, but not axes.

Spear (Endurance)
How well you can use spears.

Unarmored (Agility)
How well you can defend yourself without armor.

Short Blade (Speed)
How well you can use daggers and short swords.

Long Blade (Agility)
Replaces Blade and governs longswords, claymores and (dai)katanas.

Enchanting (Intelligence)
Enchanting in Morrowind was cool, bring it back but make it a bit easier and allow side effects (as in Daggerfall) so you can experiment with it. Or pay an enchanter to make items without side effects.

Necromancy (Willpower)
Raise/Turn undead and other undead related magic goes here.

Daedric (Personality)
Replaces Conjuration. All daedric summoning spells go here. You can also use this skill to talk to daedric lords (to gain favor or do quests for them) and a high skill makes some daedra passive to you (level dependent, for example if their level + some modifier < your level they won't attack you). Only intelligent daedra can be dealt with in this way.

Spellmaking (Intelligence)
If enchanting is a skill, then so should spellmaking. You can make spells for free but there is a chance of failure (and maybe something nasty happens if you fail). You can also pay spellmakers to create spells for you safely.

Marksmanship (Endurance)
Crossbows are back and fall under Marksmanship. They are less accurate and have less range than bows, but pack a bigger punch.

Hand-To-Hand (Speed)
It could be useful if it works as it does in Fallout 3. Gauntlets increase H2H damage and can "enchant" your fists, acting like an enchanted weapon. Of course it would be even cooler to go all out and turn this in a martial art skill with special moves, but that's probably not going to happen.

Security (Agility)
Besides lock picking, governs your ability to disarm traps (environmental and trapped chests/doors as in Morrowind) and maybe let you set your own traps.

Speechcraft (Personality)
This could increase the chance of NPCs accepting your yields and decreasing their chance to attack you so that you don't have kill mountains of enemies every time you walk to a different city.

Sneak (Agility)
Same as in Oblivion, but also gives a "danger sense" that functions like Perception in Fallout 3: You can spot enemies with in on your compass. The higher the skill, the larger the detection radius.

Now there are 4 skills per attribute for a total of 28 skills. Skills with a * have their governing attribute changed from Oblivion to make more sense and to be a more flexible in making characters.
Strength: Armorer*, Heavy Armor*, Blunt, Axe
Intelligence: Alchemy, Mysticism, Enchanting, Spellmaking
Willpower: Alteration, Destruction, Restoration, Necromancy
Agility: Long Blade*, Security, Sneak, Unarmored
Speed: Acrobatics, Hand-To-Hand*, Light Armor, Short Blade
Endurance: Athletics*, Block, Marksman*, Spear
Personality: Illusion, Mercantile, Speechcraft, Daedric
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John Moore
 
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Post » Fri May 27, 2011 2:55 am

I really like the idea of a credit system put forward http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1051579&view=findpost&p=15290978 by Rex Little. Haven't got the gold for that sweet weapon or armor you've seen in the shop? Haven't got all the gold you need to buy that house? No problem, the vendor will let you have the item on credit. However, in order to keep the item you must pay the vendor a certain amount of gold each week. If you fail to make payments the item will disappear from your inventory or you'll be locked out of your home.
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Conor Byrne
 
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Post » Fri May 27, 2011 10:16 am

And a very distinct idea would be say a window which can you give you a look of the exterior from the interior if that would be too much limiting the size of the windows giving you a vauge look outside or even use a preset in the construction set

I like this. We're still a ways away from having a persistent, seamless coexistence of interiors and exteriors, but I'd like to be able to peek through windows, doors, and the like. The game could generate a prerendered "viewport" of the region (hell, maybe to reduce processing power, the positioning of these views can be placed in the Construction Set, or calculated by the actual door marker's orientation). It'd be a good way of seeing, say, if there's a guard on the other side of the door before you attempt to sneak past.

Commandos 2 and 3 come to mind, which allowed you to do this. Commandos 3 had a truly 3D environment, whereas I believe 2 used preset "backgrounds".
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Miragel Ginza
 
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Post » Fri May 27, 2011 5:45 am

Seconded, good ideas there.

On undead, there should also be more than humans. Look around, all skeeltones - human, all ghosts - human, all zombies - human. And from the looks of it all are male too.
Only exceptions are the wraiths but they are ancient elven ghosts. You got 10 races, have some undead diversity.


Yeah I think this shouldnt even really be a suggestion this should have just been in the game, undead should be any race that is dead....un.....dead

Also make daggers more sixy and useful in combat (im talking unique attacks/finishes/combos/"power" moves) I tend to play a thief and would like to be just as effective in combat as say someone with a long sword (I mean balance wise, obviously the long sword-er will have an advantage of sword length in that fight : /).

Also: I don't know how it could be implemented exactly but you should be able to be granted certain combat bonus to a weapon you use the most often, like hmmm say a dagger, after a few months or so (in game) your Character should be very familiar with the dagger or atleast better than he started with it, after all the battles and foes you two went through you'd think you'd know/do more with it than you did when you first held it.
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Ria dell
 
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Post » Fri May 27, 2011 5:21 am

  • It'd be really cool to apply motion blur on your melee weapons when you swing them around. Also have an optional subtle motion blur, such as the motion blur from Half-Life 2: Episode 2.

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Theodore Walling
 
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Post » Fri May 27, 2011 8:50 am

So, are there any lore based documents that state just HOW available magic is?

Not that I've seen. It's something I've hoped they would go into more detail on in the future, just how magic is supposed to work. They make mages into scholarly types who spend years submerged in study like classic wizards, but then they let any bum just BUY a spell as if they were Bioshock plasmids - inject yourself with fireball, now you're instantly a pro at it forever. Yet if it's so easy, why are we forced to join the mage's guild because it's apparently impossible to ever make spells on your own without an altar. It would definitely be nice to have magic not treated the same way as souvenir pennies.

You got 10 races, have some undead diversity.

I always wanted to have my wizard stronghold patrolled by zombie ogres.
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Glu Glu
 
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Post » Fri May 27, 2011 4:25 am

I despise that!
Only trained people who spent years at magic should be able to cast a fireball spell.
Apprentices might risk burning themselves.
Average Joe just shouldn't be aable to cast it to begin with.

Sadly, I remember reading a document in Morrowind saying something like "A long, long time ago, magic was considered evil. Secrete and so forth. However, one man eventually decided to make it common. Bam bam bam, magic is common!"
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Ashley Campos
 
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Post » Fri May 27, 2011 10:10 am

No, that's the magic of TES. The average joe SHOULD be able to use at least some rudamentary magic. The point is that the world is flowing with the stuff. The freaking sun is a portal to the realm that all magic originates from. The stars blast the land with magic (they are just like the sun, but smaller). Everything should be able to access at least small time magic.

What does need to happen is that higher levels of magic are more difficult to learn and require a bit more study. There needs to be a larger variety in magical techniques, with touch, target, self, area of effect, aura, circle (creates a circle rather than a sphere, like AoE does), and cone (which can be held down to continue to cast the spell and drain magicka. Basically to make a flamethrower, but also useful for other spells that you want to target just ahead of you, and not all around).

Also, magic should not be so static. I want to make a magical circle that lays as a trap, or maybe I could walk onto it, activate it, and teleport to another bound circle. What if I wanted to curse a door to shoot flames if someone opens it? Magic should be modular and support many different ideas. A system where spells are all interwoven would be excellent. Imagine having a chest, casting mark on it, then casting permanency (a spell I made up long ago. It would be a mysticism spell that makes a temporary magical effect a permanent one, unless dispelled or if it's a trap and it is triggered), then finding another chest and casting recall on it and then permanency again. The two chests are now linked and one can be accessed through the other.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 8:51 am

I just want Bethesda to ditch ES and create a clone, set in an even more generic medievalesque atmosphere.
Well... Nah, that's not true.
I just hate that particular design decision.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 7:10 am

Inspired by Kamikaze, I made my own revised skill list (shamefully borrowing a couple of Kamikaze's ides :) )

Strength
Lg. Blade - skill with claymores, longswords, katanas, etc.
Block - skill with shields and parrying with weapons
Armorer - self explanatory
Axe - skill with axes and hatchets

Agility
Acrobatics - self explanatory, now includes scaling walls, climbing trees and balance
Sneak - same but include the ability to bypass traps
Security - picking and locking containers, and setting/disarming traps
Unarmed - martial arts, same as Oblivion but also increases chance of not being hit by an enemy (dodge)

Speed
Lt. Armor - self explanatory
Dual Wield - effects the skill in using an off hand 2nd weapon (in conjunction with applicable weapon skill of that weapon, or with block if parrying)
Marksman - skill with bows, x-bows, blow darts, and ninja stars
Sm. Blade - skill with daggers and small swords

Endurance
Athletics - self explanatory, effects fatigue, lung capacity (holding your breath), and ability to use other skills while swimming/running
Hvy. Armor - self explanatory
Blunt - skill with maces, hammers, clubs and flails
Polearms - Spears, tridents, staffs and halberds

Intelligence
Alchemy - self explanatory, cooking
Mysticism - telekinisis, detect life, detect treasure, mark/recall, etc (but not soul trap)
Enchant - recharging enchanted weapons/armor with your own mana, enchanting weapons
Conjuration - summon daedra items/weapons, summon daedra creatures

Willpower
Necromancy - raise undead (requires collecting ingrediants/body parts)**, absorbing and damaging skills/attributes/stats, soul trapping
Destruction - disintegrate weapon/armor, fire, shock, ice
Alteration - open/lock containers, shield, water walking/breathing, etc
Restoration - Healing/fortifying/restoring attributes/stats/skills

Personality
Mercantile - haggling, appraising the value of the artifact you just found (otherwise the value remains unknown) effects the profits/loss of a business you invest in or create, and the amount of gold you get from doing your job or gold rewards from quests
Speechcraft - diplomacy, lie/joke/brag/intimidate/etc, persuasion, non magical charm/frenzy/calm
Illusion - self explanatory


Divinity - divine intervention, turn undead, ressurection, lay on hands, detect undead, banish, etc.
** To conjure the undead, you must collect a full skeleton, or the necessary body parts for a zombie, or enough ectoplasm for a ghost. Once raised they stick around until destroyed. And there is a chance they attack you on sight or later, and it drains the persons HP for X amount of days (less HP drained and for less time the greater the Necromancy skill)


So for each type of skill we have:
COMBAT - Lg. Blade, Block, Armorer, Axe, Lt. Armor, Athletics, Hvy. Armor, Blunt, Polearms (9)
SKILL - Acrobatics, Sneak, Security, Unarmed, Dual Wield, Mercantile, Speech, Sm. Blade, Marksman (9)
MAGIC - Alchemy, Mysticism, Enchant, Conjuration, Necromancy, Destruction, Restoration, Alteration, Illusion, Divinity (10)

EDIT
And include a perk system similar to Fallout 3. But instead of gaining a perk every X amount of levels, you can pick from a couple of perks everytime your skill mastery changes. EXAMPLE: You reach Journeyman of Lg. Blade, and you are given the choice between perks of that skill (Cleave, decapitate, impale, lunge, etc).

QUICK EDIT 2
Changed my mind of fletching and replaced it with Dual Wield skill
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Brandon Wilson
 
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Post » Fri May 27, 2011 9:04 am

No, that's the magic of TES. The average joe SHOULD be able to use at least some rudamentary magic. The point is that the world is flowing with the stuff. The freaking sun is a portal to the realm that all magic originates from. The stars blast the land with magic (they are just like the sun, but smaller). Everything should be able to access at least small time magic.

The whole 'magic is everywhere' thing applies to the vast majority of fantasy settings though. Can it really be considered a reason for almost everyone to use magic?

Personally, I'd say that while everyone is capable of using magic, not everyone should be able to afford it. Basically, if a person isn't mages guild, nobility, or a wealthy merchant, they should consider the guild's prices too high for them; and most people shouldn't have the expertise to come up with spells on their own.
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Hayley Bristow
 
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Post » Fri May 27, 2011 5:39 pm

And since liches came up earlier, I re-present:

The Monstrous Transformations Post


These are all my ideas for the various kinds of monsters that the game ought to let you become (vampires, werewolves, and so on), I'll update this whenever something new occurs to me.

What Transformations?

At minimum, TESV needs to have vampires and werewolves. Beyond that, it would be good to see different clans of vampires, other kinds of lycanthropes, and maybe even liches. I've also been trying to come up with a decent idea for a more 'good' transformation, in contrast to the more 'evil' vampires, lycanthropes, and liches.

Vampires

How Do You Become One?

As with the previous games, if you are attacked by a vampire, there's a chance of contracting Porphyric Hemophilia. If you don't cure it in three days, you wake up as a vampire. There may also be some friendly vampires who may be willing to infect you at the asking.

Progression

There ought to be some sort of progression to the abilities that you get from any of these transformations. For vampires, progression comes from getting more and more powers the longer they've been a vampire; in a sense, vampires become more and more monstrous and less human over time. The rate at which they gain new powers could be dependant on either how many days they've been a vampire, or by how many times they've fed on blood.

Initial Powers

When they first change, the vampire's appearance changes slightly: their teeth elongate, they become paler, their eyes become red, and their faces become slightly thinner and predatory. The longer they go without feeding, the more pronounced all these features become, causing people to first stop socializing with you, and eventually to attack you or run away, as your true nature becomes obvious.

Vampires get the ability (and the requirement) to feed on the blood of humans, elves, or the beast races. They can feed on the very recently dead (so they can kill a bandit, and immediately feed upon them, for example), or on someone who's sleeping; however, feeding on a sleeper carries the risk of your not keeping control, and killing them; the chance of killing the person the vampire is feeding on is dependent on a mix of how long you've been a vampire, how many days it's been sense last feeding, and your willpower. The longer you go without feeding, the more your appearance degenerates, making it obvious you're a vampire, and the more of your powers you lose. Some powers you'll lose if you go even one day without feeding, while others will persist for several days.

The other beginning vampire abilities:

-resistance to normal weapons
-weakness to silver and fire
-heavy damage from the sun (reduced by things such as cloud cover and covering your skin)
-no longer breathes, making vampires immune to drowning and poison gas.
-small bonus to strength, larger ones to speed, agility, and personality.
-gains a natural health regeneration. However, it doesn't heal damage from silver, fire, or sunlight.

Other Powers

As vampires progress, they get access to more powers. This list isn't in any particular order:

-Hunter's Sight: nighteye and detect life.
-Charm
-Predator's Pounce: a super jump
-Preternatural Speed: lets the vampire move a high speed.
-Daywalking: allows the vampire to walk in the sunlight for a brief duration.

Clans

TESV should bring back the idea of multiple vampire clans, each with its own unique powers (and in some cases, physical changes). To go beyond what the previous games had, these clans also ought to have a clear theme to them (Daggerfall's vampires were just normal vampires with one extra random ability attached to them, while Morrowind's vampires were just another repetition of the whole fighter/mage/thief thing).

Skyrim is the location that's the most hinted at for TESV's setting, so I've tried to come up with clan ideas for there, with the idea being that each clan of vampires would be suited for hunting in a specific type of territory. Here's what I've come up with:

-Volkihar: This clan is an official one from the lore. These are vampires that lair in frozen lakes and rivers. Their abilities include being able to swim incredibly fast, a touch-ranged frost attack, and the ability to phase directly through sheets of ice covering bodies of water.

-'Forest Vampires': savage types dwelling in the forests of Skyrim. Attacks by this clan are often mistaken for werewolf attacks, as their powers include the ability to shapeshift their hands into vicious claws, as well as a link to wolves that allows them to make wolves their servants.

-'Mountain Vampires': a winged clan of vampires that lair on the high mountain peaks, to swoop down on the villages below to feed. These vampires, when they change, sprout a pair of large, bat-like wings (which need to be concealed by a cloak to go out among people without them marking you as a vampire), as well as the ability to climb up nearly any surface with ease (useful when in a space that's too cramped for wings).

Lycanthropes

Becoming One

Just as with vampires, you become a Lycanthrope if you are attacked by one and contract Sanies Lupinus (or Sanies Ursinus, or whatever, depending on the animal). Wait three days, and you become one.

Progression

Basically the opposite of vampires. Vampires progress, basically, by becoming more and more of a monster; while lycanthropes progress by regaining more and more of their former humanity. Gaining control over their transformation is the cornerstone of lycanthropes' progression. Their progression should be determined by how long they've been a lycanthrope.

Initial Powers

When they first become one, lycanthropes are forced to change every night. When they change, they must kill at least one NPC (bandits and the like count for this), or they take a heavy blow to their health. Also, whenever the transformed lycanthrope comes within melee range of a creature, there is a chance that they will lash out automatically at it, without any player input.

Other beginning lycanthrope abilities:

-Resistance to normal weapons, but major weakness to silver (only when transformed)
-Bonus to strength and endurance, which increases when transformed
-Animal Senses: using enhanced senses to track creatures when transformed. A creature's scent appears as a colored mist wreathing the creature, and marking the areas the creature has been recently. The color denotes the broad category the creature falls under (for instance, one color for grazers like deer or sheep, another for predators, a third for humanoids, and a fourth for monstrous humanoids, like ogres and trolls).
-like vampires, gains health regeneration, but doesn't heal damage from silver.

Other Powers

Lycanthropes don't get as many new powers as vampires do as they progress. Instead, they get more control over their condition:

-They are forced to transform less often. The transforming every night only lasts a fairly short while, until the disease fully settles on them; then forced transformation only happens twice a month, when one of Nirn's two moons are full. Eventually, they get even more control, and only have to transform when the larger of the two moons is full.
-They stop involuntarily lashing out at nearby creatures.
-They get the ability to voluntarily transform, at first only once a day, but the amount gradually increases until they can transform back and forth as often as they want. During voluntary transformations, lycanthropes aren't required to kill an NPC, only during the forced ones.

Lycanthropes also eventually get the following ability:

Full Transformation: the lycanthrope changes form into a full animal, rather than the usual man-beast form. This form gives less than the usual stat bonuses, but moves faster, has greater range on its animal senses, and allows the lycanthrope to be perceived by all other creatures as just being a normal animal, with whatever reaction is appropriate.

Packs

Thankfully, unlike vampires, there's more complete info on the different types of Lycanthropes. Obviously, if TESV only deals with one province, only two (three at the outside) will appear, but I'll present them all. So, here's the complete list:

-Werewolves: exist everywhere in Tamriel. On top of the base lycanthrope bonuses, werewolves also get a bonus to speed, and get nighteye as a free ability when transformed.

-Werebears: native to Skyrim. They get an even bigger bonus to endurance, and resistance to cold when transformed.

-Werelions: native to Elsweyr and Cyrodiil. They get a bonus to agility, and nighteye when transformed.

-Werecrocs: native to Black Marsh and Morrowind. Get swiftswimming, increased lung capacity (although not full-on waterbreathing), and an armor bonus from the scales, all only when transformed.

-Wereboars: native to Hammerfell and High Rock. Gets an additional bonus to strength.

-Werevulture: native to Valenwood. Gains the ability to fly when transformed.

-Weresharks: reputed to live along all coastlines. Gains swiftswim and waterbreathing when transformed, but will also find their land speed drastically reduced, and begin to suffocate when out of water.

Liches

Becoming One

No accidental infection here. Achieving lichdom requires performing a complicated ritual on yourself, requiring a phylactery, rare ingredients, and a heavy dose of necromancy. Learning the ritual can be accomplished two ways: first, achieving a high rank in a Necromancer Guild (in fact, becoming a lich could be a requirement to reaching the highest ranks in the guild), or second, by finding a book that explains the ritual (although the book should be exceedingly rare, and found at the bottom of a few difficult dungeons).

Progression

I'm actually inclined to not give liches any progression, and just give them all their powers at once. The journey to become a lich ought to be long and difficult, so it seems fair to reward them with the whole shebang. Besides, I'm having a hell of a time coming up with a decent progression system for them.

Powers

When they changes themselves, liches become undead in appearance: their muscles atrophy, and their skin becomes dried out and tight, basically looking like a mummified corpse. As undead, they no longer have to breathe, and they gain a resistance to normal weapons, but gain a hefty penalty to fire. The transformation also gives a bonus to intelligence and willpower. They also get the following abilities:

-Guise of the Living: this lets the lich change their appearance to appear as though they're still alive. Maintaining this appearance is taxing, though, and while doing it the lich stops regenerating his magicka.
-Turn Undead: liches are the lords of the undead, and all other undead know it, at least on some level. Liches get an incredibly powerful turn undead spell that will send all but the most powerful of undead running for the hills.
-Bonus to Necromancy Summoning Durations: all summoned or reanimated undead pets have their base duration increased by 50%.

-Phylactery: (note: I'm well aware of the lore from Oblivion that contradicts what I'm about to say, but if they can change Cyrodiil from a jungle into what it was in Oblivion, then they can disregard a small little piece of lore, in the name of an engaging game mechanic). This is the big ability of liches. The ritual to create a lich binds their soul to an object called a phylactery; as long as the phylactery exists, the lich can use it to cheat death. Liches get a once-per-day ability where, if the ability is active on the lich when someone lands a killing blow on them, will let the lich avoid dying. Instead of being killed, the lich will be instantly teleported to wherever they left their phylactery, with one hit point left. If the phylactery is on their person, they don't teleport anywhere, they just get to survive that last hit.

Living Saint

I don't have a full system for this; this is really just me sorta feeling out the idea. In Oblivion, there were a couple NPCs who were referred to as 'living saints' of one of the Divines; I've basically taken that brief mention and expanded greatly on it as an idea for a more 'good-aligned' idea for a transformation. Living Saints are individuals who have been chosen as champions for one of the Nine Divines. These people have been endowed with powers tied to the domain of the patron Divine, and over time their appearance may even change to reflect their status. As examples, a Living Saint of Akatosh might gain powers that manipulate time, and might gain some draconic physical features; a Living Saint of Kynareth may get powers tied to animals and plantlife, and get an appearance reminiscent of a spriggan. This might not work for all nine of the Divines, but it ought to work for at least a handful of them.

It also occurred to me that a similar system could be done with the Daedra in place of the Divines, with you taking on some of the features of the lesser daedra tied to your chosen Daedra Lord (Dremora for Dagon, Golden Saints for Sheogorath, and so on).

Becoming One

Becoming a Living Saint would be heavily quest-based. You would probably have to join the relevant god's church, and rise fairly high in it before you could become one. And unlike the other transformations, you can involuntarily lose your sainthood. To keep it, you have to periodically perform randomly-generated quests for the church, to continuously prove yourself worthy of your station.

Progression
This would likely also be quest-based. You do so many quests, and you gain more powers. Your progression would be reflected in both new powers, and in a changed appearance, as you take on more of the aspect of your god.

Powers

Unlike other transformations, there really isn't a downside to it, aside from the need to do a quest every now and then. Because of that, Living Saints probably shouldn't have as many powers. As such, they don't get any stat bonuses, just a small selection of powers tied to the god they chose.

Types

-Living Saint of Akatosh: gains abilities that manipulate the flow of time (haste, slowing projectiles, and eventually even freezing time). As they progress, they take on a slightly draconic appearance, reptilian eyes, patches of golden scales, and perhaps a pair of small draconic wings, that allow them to glide.

-Living Saint of Kynareth: Kynareth is the goddess of the air, but also seems to play some role as a nature goddess. Her Living Saints get abilities that fulfill both those roles, being able to strike an enemy with a blast of wind, create a featherfall effect, and can calm most animals to the point where they won't attack. Physically, the Living Saint takes on a nature-y appearance, reminiscent of a Spriggan.

-Living Saint of Arkay: the bane of the undead. They get the ability to turn, and later outright destroy most lesser undead, and eventually get the ability to let loose a burst of sunlight to decimate vampires. I don't currently have any ideas of how they might change physically
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Emily Graham
 
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Post » Fri May 27, 2011 5:25 am

No, that's the magic of TES. The average joe SHOULD be able to use at least some rudamentary magic. The point is that the world is flowing with the stuff. The freaking sun is a portal to the realm that all magic originates from. The stars blast the land with magic (they are just like the sun, but smaller). Everything should be able to access at least small time magic.

A think a possible parallel would be swimming, on Earth. Water is everywhere, it makes up most of the surface of the world and most of our bodies, but we're not born knowing how to swim. Some people, especially those far from the coast, may go though life without ever learning how. For those who do learn, there's a huge gap between them and, say, an olympic swimmer.

I've mentioned in the past that I felt that at the very least, a character who didn't take a magical skill during creation should not be able to use it until they've gotten at least one level of training. To add to that, that first "learning how" training session should probably be more difficult/time-consuming. It may come naturally to everyone in Nirn, but I don't think it would be to the degree that you can just snap your fingers and be proficient in an instant. As an obvious comparison the sun has radiated all over the Earth since it existed, life depends on the sun, its energy basically fuels the energy of life. But we can't emit sunlight at will. Magic is obviously not the same thing, but if it were so incredibly easy and accessible there wouldn't be a Mage's Guild in the first place.
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Logan Greenwood
 
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