The Oath of Peace!

Post » Thu Jan 13, 2011 7:29 am

The Oath of Peace:

Do not hurt where holding is enough
Do not wound where hurting is enough
Do not maim where wounding is enough
Do not kill where maiming is enough

The greatest warrior is one who does not need to kill

-=- -=- -=- -=- -=- -=- -=-

I hope we could role play as any thing that we like, a mindless serial killer, or a peace keeper who avoids needless kills.

You attend quests, and kill monsters that are in your path, and enemy NPCs that their death can not be avoided, but you could also use tools, tricks, and spells to entangle them, trap them, make them unconscious, or like any skilled thief and agent, merely avoid them.

Edit:

Do you like to have some non-lethal arsenal, to help you disable or avoid enemies without killing them?

I like to knock my enemies down with hand to hand, or a black jack, and then tie their hands, and their mouths, and pull them out of the way to hide them, when I need discretion.

What do you like?
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Guy Pearce
 
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Post » Thu Jan 13, 2011 3:30 pm

Yes but you need very good people skills.

And lots of stealth.

Mostly stealth.
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Sweets Sweets
 
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Post » Thu Jan 13, 2011 12:52 am

Yes but you need very good people skills.

And lots of stealth.

Mostly stealth.

Yes, I like to play as sneaky characters:

I hope we would not have percentage as a parameter of chameleon and Invisibility that would not work as 100% camouflage.

I hope we have stealth or camouflage power of spells combined stealth ability and the bonus added by what we have worn and the environment light and the noise that we make by our actions and our foot wear, then it should be compared with the sight power or keenness of the opposition which might be affected by the power of blindness spell and or a sight boost as well.

If combined camouflage power is greater than combined sight power of the opposition, then we can go by undetected, and the more the difference between those calculation, the less likely it would be for us to be detected.

But ion the other hand if we lack enough camouflage, to surpass the sight power of the opposition, then we are likely to be caught, and the more alarmed that they are the more keenly they look at their surrounding area, and their line of sight cone also affect their sight power, so objects in the middle of the sight cone are better seen than the objects in the edge of their sight cone.

The higher level monsters and bosses and the like should have more powerful sights and keenness, so you might be able to pass those clones easily, but you have to be wary of their boss and his body guards.

So if we sum it up, then there should be nothing like complete invisibility, but the combined effect of your spells, stealth skill, worn equipment, environmental parameters and your actions, compared with the combined effect of the opposition's sight/keenness power, their affecting spells and buffs that would affect sight, and their alarm state, and line of sight., would result in your chance of success when evading the opposition.

Edit: These are the parameters.

Stalker:
Sneak skill + Camouflage spells + Worn gear + Environmental effects + Action

Opposition:
Keenness + Blindness or Detect spells + Alarm state + Line of Sight

Environmental effect is the ambient light of the point where the stalker resides, and the fog effect and the like.

The Alarm state can be like this:

  • Unconscious: Can not detect anything. :sleep2:
  • Distracted: Attention caught by something else. :violin:
  • Unaware: Idle, whistling, mumbling and the like... :whistling:
  • Alarm level 1: Heard a sound, and looks toward the direction. :shifty:
  • Alarm level 2: Saw a something and comes looking for it. :stare:
  • Alarm level 3: Find something bad like a corpse and start actively searching. :ooo:
  • Alarm level 4: Found the target but lost it and looking for it. :flame:
  • Alarm level 5: Actively pursuing/atacking the target. :gun:
  • Alarm level ?: Fleeing from the target. :bolt:


And each alarm state affects the sight power or keenness of the pursuer, so for instance in a scenario:

You can enter a bandit cave and use camouflage to pass a few of them, but as soon as you knock a bows on the ground, they might look at it and walk toward the place, and then catch you, because of higher kennness...

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katie TWAVA
 
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Post » Thu Jan 13, 2011 11:07 am

It's 'peaceful', not 'pieceful'. The latter is not a word.


And yes, sounds good. :spotted owl:
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Tinkerbells
 
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Post » Thu Jan 13, 2011 1:55 am

It's 'peaceful', not 'pieceful'. The latter is not a word.


And yes, sounds good. :spotted owl:

Thanks. :D
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Jordyn Youngman
 
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Post » Thu Jan 13, 2011 4:01 am

It's 'peaceful', not 'pieceful'. The latter is not a word.


Maybe it can be used to describe something with lots of pieces? "This jig-saw is very pieceful."

On topic, this coupled with the possible cary-over of the FO:NV disguise system would be cool; sneak up on a guard, hit him over the head, then dump him in a bush and take his stuff. I imagine it would be interesting when he woke up.
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Courtney Foren
 
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Post » Thu Jan 13, 2011 6:28 am

Ah! The thief was after me lucky ears!!!


Yes FONV did a great job with it. Its possible to go through the MAIN quest line and not kill anyone (as long as you level the right skills and choices).

I hope they will have something similar and give speech craft and mercantile a bit more use in the game.
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Damien Mulvenna
 
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Post » Thu Jan 13, 2011 6:41 am

Do they stay down for a few minutes, but you could tie their hands, and mouths. (7 votes [70.00%])

This forum is kinkier than I though
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Shirley BEltran
 
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Post » Thu Jan 13, 2011 10:22 am

Do they stay down for a few minutes, but you could tie their hands, and mouths. (7 votes [70.00%])

This forum is kinkier than I though


Why is it that I can see someone doing that to M'aiq the Liar? *shudder*
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Shiarra Curtis
 
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Post » Thu Jan 13, 2011 2:59 pm

á dark brotherhood murderer walks in the shadows for a kill. After many hours of waiting he can finally make his move and... ...Murderer: Hello target would you please be so kind and pretend to be dead so i can go on with my questline? Target: Lol sissy!
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Milad Hajipour
 
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Post » Thu Jan 13, 2011 9:34 am

I'd like the choice at least. Although I think it would be hard to make everything 'no-kill friendly', especially for the main quest. It would be nice to be able to choose though.
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~Sylvia~
 
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Post » Thu Jan 13, 2011 8:06 am

á dark brotherhood murderer walks in the shadows for a kill. After many hours of waiting he can finally make his move and... ...Murderer: Hello target would you please be so kind and pretend to be dead so i can go on with my questline? Target: Lol sissy!


I think it would be really hilarious, if said "helpless" target would rather... single handly knock the big bad assassine down and than happily procede to tie him up. :)
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John N
 
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Post » Thu Jan 13, 2011 4:21 pm

When you knock them out with a non-lethal weapon, or with even a sword/mace, which should be possible under certain circumstances, they should be able to be killed if you hit them a bit more (as if they are hanging on an inch of their life), but recover after a few minutes. This gives you the option to kill them or leave peacefully, even if you are using only fists.
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Doniesha World
 
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Post » Thu Jan 13, 2011 3:02 pm

I don't always wanna be peaceful :(
I just wanna be good :)
Like... kill only bad guys when they deserve it.

But I guess a peaceful way of dealing with things should or could exist as well. The more options the better.
A good, a bad, a peaceful, a neutral, a funny, and a really horrific (cruel) way should exist :)
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LittleMiss
 
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Post » Thu Jan 13, 2011 9:58 am

Your clients do need to know what is the local government's decision about their ships and their cargo that was held until further investigation, but they prefer to get this information without causing too much trouble.

You are told that they might have a meeting in the Jerralth Castle, and this can happen within the next few days.

You stalk around the castle and find out about a maid that comes out every day to buy some supply for the castle, and the next time you walk to her and start to chat with her, and catch her attention and later, her affection, and maybe with a bit of loosening your purse string, you can persuade her to let you in the servant quarters of the castle.

Then you start talk to the servants as the *friend* of that maid and innocently ask them if there is any meeting in the next few days, and finally get your answer from the butler.

Then you ask the butler if the castle was new or old and hear that it is old but has some new parts, and ask him if he knew who made the new part, and we would say Kratz who resided in the urban part of the town.

You return to town and ask around until you find Kratz's house, and go to a nearby pub and wait till after midnight, then return to the house, unlock a window, and enter through it, and look around until you find a map of the castle, and get out to return to your base.

The next day you meet again with the maid and ask her to let you in in the day of the meeting, go spend your time practicing your sneaking skills and saving money to buy a a few trinkets to help you do the stealth job, and in the d-day, you meet with the maid again and enter the castle via servants quarter.

You look around the quarter, and wait until no one notices you and exit to the back yard, and find another window, and throw up your rope ladder and hook, to climb to the window, and open it to enter the second floor into a narrow passage-way, and gradually sneak your way toward the conference room, avoiding the servants and guards, and maybe knock down a few of them and hiding them in adjacent rooms, and enter that room, and then go into the closet in that room and hide and wait for the meeting to take place.

After the meeting, you wait until the attending people go away and carefully exit the room, and find out that the castle is on guard, because the knocked down guards are found, so you run to the nearest window, open it and use the rope ladder to go to the roof, and run toward the nearest castle wall and use a potion to enhance your jump power and jump from the roof pf the castle to over the wall, and jump down and return to your clients with the new information.

OK, this was pure imagination, but a nice one. ;)
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Alexis Estrada
 
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Post » Thu Jan 13, 2011 3:08 pm

I'd like to see more oportunities for non-violent solutions in the game, yes, because Oblivion was quite biased towards killing, not that many quests could be solved without resorting to violence, there were some that could, of course, but very few could. Even some quests that seem like they could have had non-violent solutions seem to have fights added in just so there can be a fight in them. Take Two Sides of a Coin, for example, at least I think that's what the quest is called. You here rumors that a woman's husband is in prison for stealing gold, so you go to check out the situation, and learn that there's a little more to the story then you were led to believe at first, so apparently the husband hid the gold before he was arrested, so she sends you to find out where he hid it. But he tells you his own story, which conflicts with the wife's, and tells you that if you kill her and bring him her amulet as proof, he'll tell you where the gold is, this creates a situation where you have a choice of who to believe and whose side to take, you might think that taking the woman's side would allow you to avoid violence, except when you do find the treasure, it turns out some corrupt guardsman is already there and you have to kill him! I won't say this twist entirely came out of no where since it does seem to be established that he was trying to find the gold beforehand, but nothing comes of that plot thread if you take the husband's side, so it seems like the encounter was just added in to ensure there'd still be a fight in the quest, and the only major questline in Oblivion that didn't require a lot of fighting was the Thieves Guild, in fact, it was generally punished to kill people during thefts, which I'd say was a good idea because you're supposed to be a thief, thieves steal things, not much point in trying to steal things if you're just going to kill the people they belong to in order to get them. You want to be a murderer, you join the Dark Brotherhood, but that's one questline in the whole game, as a whole, violence is still the only answer to most problems in Oblivion, and Morrowind was only slightly better, there seemed to be a greater amount of non-combat quests, and some quests gave you options to spare the person you were told to kill, but in general, it seemed that if you wanted to get anywhere in the game, you still had to fight.

I would not say every quest should have a non-violent solution, because some situations you can't really talk your way out of, but there should certainly be oportunities for players who prefer to avoid fighting to get somewhere in the game, not that it should be easy, of course, non-violent solutions to problems should still require skill, just different skills from fighting. I'd say that if you want to avoid fighting, you should be good at persuasion and sneaking, at least, maybe adding some non-lethal weapons could help too, for those sitatuons where diplomacy isn't an option, of course this only works if the other guy is just in your way, if you're actually supposed to kill that person, then it complicates things. In general, I'd say that if you don't want to kill anyone, you shouldn't join the Dark Brotherhood or Fighters Guild, or their equivalent, as far as whether there should be a non-violent option for the main quest, I'm not sure about that, I guess it depends on whether it works with the story, but I'd say it would be rather anticlimatic if you ended up pursuading the main villain to simply give up, or just talked him to death.
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Miss Hayley
 
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Post » Thu Jan 13, 2011 2:57 am

Its a good idea in theory but their's money to be made off of a dead corpse.
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Courtney Foren
 
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Post » Thu Jan 13, 2011 4:09 am

Its a good idea in theory but their's money to be made off of a dead corpse.

OK, got this idea for role playing a peaceful hero, but some quests could be made for this reason, and gibe better rewards if we do not kill unnecessarily.

Something thieves guild.
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Harry Leon
 
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Post » Thu Jan 13, 2011 7:47 am

well....normally i would call the OP a complete pansy, however doing a nonlethal playthrough adds a bit of a challenge......in fact its fun in games like deus ex so i dont see why it wouldnt be fun in TES. your still a pansy though. :)
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trisha punch
 
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Post » Thu Jan 13, 2011 11:16 am

Hah. Most of my characters are all for keeping their daggers sheathed when facing a non-evil enemy, but on that route, I'd like to see some creative silent-but-lethal take-downs. An arrow to the back is fun, but you have to mind the arc. Daggers too, but low damage. I propose the best of both worlds: Non-lethal take-downs and higher sneak attack bonus.
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Everardo Montano
 
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Post » Thu Jan 13, 2011 3:38 am

I never thought of this, and I like it actually.
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Johnny
 
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Post » Thu Jan 13, 2011 3:41 pm

The Oath of Peace:

Do not hurt where holding is enough
Do not wound where hurting is enough
Do not maim where wounding is enough
Do not kill where maiming is enough

The greatest warrior is one who does not need to kill

-=- -=- -=- -=- -=- -=- -=-

I hope we could role play as any thing that we like, a mindless serial killer, or a peace keeper who avoids needless kills.

You attend quests, and kill monsters that are in your path, and enemy NPCs that their death can not be avoided, but you could also use tools, tricks, and spells to entangle them, trap them, make them unconscious, or like any skilled thief and agent, merely avoid them.

Edit:

Do you like to have some non-lethal arsenal, to help you disable or avoid enemies without killing them?

I like to knock my enemies down with hand to hand, or a black jack, and then tie their hands, and their mouths, and pull them out of the way to hide them, when I need discretion.

What do you like?



This is a long time dream that, who knows, may come true one day.
Killing is easy
Subduing and warping is the real challenge.
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Victoria Bartel
 
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Post » Thu Jan 13, 2011 7:40 pm

The biggest thing i can think of are bandits. They attack on sight, no words, no threats. I'd like the chance to talk your way out of them attacking you.
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Sarah Edmunds
 
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Post » Thu Jan 13, 2011 1:04 pm

á dark brotherhood murderer walks in the shadows for a kill. After many hours of waiting he can finally make his move and... ...Murderer: Hello target would you please be so kind and pretend to be dead so i can go on with my questline? Target: Lol sissy!


Sarcarm ?
Ultimate failure in comprehension ?
Failed fun ?
Who knows?

And... sap his target as he knows a fight would drawn other guards attention. While he carefully hold the limp body and lay it on the ground to avoid useless noise, a moral issue comes, to kill or not to kill, thats the question!
Killing mean onle less but more prone to kill guards. The Murderer drag his victim to a shadowed by a low tree spot and proceed to gag and bound the guard, some loot on theprocess.. "fine jewel, this alone pays the night if i stay alive" he tought.
Taking a deep breath he choose, not amoral issue, a practical one:
"There will be enought blood this night if i succeed. Not need to give more reason to my ennemies to succeed in killing me...having his boss killed is one thing, having his fellow in arm is another" thought the murderer.
There was a good reason why he was an ascending star in the order. He knew when to do what....without overdoing.
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Sophie Payne
 
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Post » Thu Jan 13, 2011 6:17 pm

You can't defeat a dragon with peace. The sword is mightier than the pen because the sword kills. The pen can... jab? Peace is for writers. Violence is for gamers. May chaos be upon you and may the pools of your world be overflowed with blood so that even the mightiest of warriors would dare not to challenge you. Fill the stomach of the beast not with peaceful words but with a claymore and take pleasure in its painful writhing. :chaos:
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Sammygirl500
 
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