Which skills would you like returned or added in TESV

Post » Sat Feb 19, 2011 2:20 am

I feel the point of rpg's is making a unique character that you enjoy playing so I was a little disappointed that Oblivion removed many skills from Morrowind, and I was wondering which one(s) you want back.
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jenny goodwin
 
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Post » Sat Feb 19, 2011 6:05 am

All of them. :stare:

I actually don't care to see any of Daggerfall's return, as many would be pretty redundant now that we have alchemy and scrolls (the medical skill for example).
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Nancy RIP
 
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Post » Sat Feb 19, 2011 8:00 am

Spear, for more variety in melee weapons style.

Enchant, because enchanting felt too limited in Oblivion.

Climbing from Daggerfall, lots of fun to use and easier to limit than levitate I guess.

Edit: Looking at PeteAtoms post, I think merging Climbing into Acrobatics would be great.
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Ryan Lutz
 
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Post » Sat Feb 19, 2011 3:21 am

i would really like to see the climbing skill return from daggerfall. my thief chars miss it
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An Lor
 
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Post » Sat Feb 19, 2011 12:29 pm

I'd really like unarmoured to return.
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Eve(G)
 
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Post » Sat Feb 19, 2011 2:02 pm

Climbing from Daggerfall.

But pretty much all of them.
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jadie kell
 
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Post » Sat Feb 19, 2011 11:38 am

I'd go with a system like this. I don't think we need a speed attribute anymore, and especially not any of those armor skills.

Strength: Greatsword, Mauls, Large Mauls, Marksman, Polearms, Chain Weapons

Agility: Sword, Acrobatics, Stealth, Dodge, Concealed Weapons, Theft

Endurance: Hand to Hand, Equestrian, Shield, Outdoorsman, Climbing, Athletics

Personality: Streetwise, Etiquette, Mercantile, Diplomacy

Willpower: Illusion, Enchanting, Torporism, Destruction, Thaumaturgy

Intelligence: Mysticism, Daedric, Necromancy, Alchemy, Medical

I actually don't care to see any of Daggerfall's return, as many would be pretty redundant now that we have alchemy and scrolls (the medical skill for example).
Why do we need any magical skills if we have alchemy and scrolls? I'm not kidding or asking a rhetorical question.
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Gwen
 
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Post » Sat Feb 19, 2011 12:37 am

I want a short blade skill again so I'll have a reason to use a dagger or short sword again.

With just a blade skill they are pretty much pointless unless you just want to save weight because you have long swords and claymores that do more than twice the damage.
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bonita mathews
 
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Post » Sat Feb 19, 2011 1:17 am

I don't have the same problem with consolidated schools/skills that a lot of posters do. I feel ok about axes being thrown in w/ the maces/hammers and I'm ok with a single blade skill.

If anything, I wouldn't mind if they split those into: One-Handed Blade, Two-Handed Blade, One-Handed Blunt and Two-Handed Blunt.

The only option I voted was the spear one. But I would like to refer to it as Polearms or something because I'd like the non-magical staff to be included. I wouldn't throw the staff into Blunt because I feel like the Blunt skill should encompass swinging/chopping weapons, which I don't really think staff falls under. Staffs might also serve as a blocking item like the shield, and provide some defensive bonus to compensate for a low damage/attack or whatever.

I'd also revamp the way Speechcraft and Mercantile work.

A new skills I'd like to see: Survival
Survival would determine accuracy of compasses and maps (navigation) and also foraging/tracking in the wilderness.

I'm ok with only two weights of armor (Light + Heavy), and I think including Medium Armor would just add complexity for the sake of complexity.

I would take the suggestion for Unarmored and lump in some sort of evade/defense bonus in the Acrobatics skill.

I would also include any sort of climbing effort as a function of Acrobatics or Athletics. If you're going to include a skill for climbing, you would need to be consistent and split the current Athletic skill into Running and Swimming. I'd rather lump them together in a broader skill (Athletics = Running + Swimming, Acrobatics = Evasion + Jumping)

I really don't see the logic behind a person w/out armor getting an armor bonus because he's good at not wearing any. I'm ok with it giving some sort of evasion bonus, but not an increase in damage resistance.


Also, maybe a Throwing skills for throwing knives, axes, darts, javelins, etc.
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Robyn Lena
 
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Post » Sat Feb 19, 2011 8:56 am

I want a short blade skill again so I'll have a reason to use a dagger or short sword again.

With just a blade skill they are pretty much pointless unless you just want to save weight because you have long swords and claymores that do more than twice the damage.


I think a good idea to solve this problem, is to differentiate weapons more. it would be cool if weapons had more "stats" that gave bonuses to blocks, armor penetration, speed, disarming opponent, stagger/knock-back opponents, reach/range, etc.

Maybe a reason to use a dagger instead of a long-sword would be that daggers provide a bonus to parry and disarms.

Or include a dual-wielding school of combat where a dagger is seriously useful as an off-hand weapon.
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keri seymour
 
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Post » Sat Feb 19, 2011 10:35 am

all but long/short blade. I think one sword skill is good enough, but should have strength requirements, agility to use the bigger ones. I want a medical skill. So if you rest to heal, it takes shorter times to heal if you have a good medical skill. If they decide not to make it time dependant, like when you sleep you heal, you can sleep less and heal more, or if you eat food to heal, you get more health back with a higher medical skill.

I also think climbing skills should be brought back as well. Would be great for Theives or Assassins to have.
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Kelly James
 
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Post » Sat Feb 19, 2011 1:31 am

I'll just be lazy and post the skill list from my suggestion file.

Spoiler
COMBAT
1-Handed Blade: (Straight, Curved, Light)
2-Handed Blade: (Straight, Curved, Half)
Hand to Hand: (Brawling, Grappling, Full Body)
Heavy 1-Handed: (Axe, Club, Morning Star)
Heavy 2-Handed: (Long Axe, War Hammer, Flail)
Long-Handled: (Spear, Staff, Halberd)
Marksman: (Bow, Crossbow, Reflex Bow)
Flexible: (Whip, Chain, Sjambok)
Block: (Shield, Parry, Catch)

MAGIC
Alteration: (Bending, Reversal, Cancellation)
Conjuration: (Summon, Dominate, Banish)
Destruction: (Damage, Decay, Curse)
Enchantment: (Empower, Flay, Seal)
Illusion: (Visual, Aural, Mental)
Mysticism: (Deform, Bind, Convert)
Necromancy: (Revivification, Instruction, Design)
Restoration: (Heal, Aid, Enhance)
Manifestation: (Shape, Intensity, Cast)

STEALTH
Sneak: (Silence, Hiding, Pickpocket)
Security: (Locks, Traps, Evidence)
Deception: (Disguise, Distract, Bluff)
Manipulation: (Praise, Threaten, Bribe)
Connections: (Fence, Blackmail, Escape)
Poison: (Toxin, Delivery, Simulation)
Acrobatics: (Jumping, Contortion, Climbing)
Secrecy: (Contact, Decode, Intercept)
Small Weapons: (Dagger, Knife, Bludgeon)

KNOWLEDGE
Alchemy: (Identification, Brewing, Extraction)
Mercantile: (Appraisal, Economics, Haggling)
Speechcraft: (Language, Culture, Information)
Cartography: (Geography, Mapping, Passage)
Crafting: (Forging, Stitching, Carpentry)
Lore: (Magical, Legendary, Bestiary)
Guidance: (Strategy, Training, Leadership)
Divination: (Astrology, Deduction, Prediction)
Thaumaturgy: (Favor, Prayer, Smiting)

SURVIVAL
Maintenance: (Organic, Metal, Unusual)
Tracking: (Prints, Scent, Disturbance)
Conditioning: (Swimming, Running, Riding)
First Aid: (Medicine, Bandaging, Immunity)
Harvesting: (Skinning, Mining, Growing)
Evasion: (Armored, Dodge, Tumbling)
Nature: (Blend, Call, Bond)
Throwing: (Javelin, Projectile, Bolas)
Creativity: (Art, Music, Writing)

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Sherry Speakman
 
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Post » Sat Feb 19, 2011 2:03 am

1. A riding skill the better you are the better mounted combat and better horses you can ride.

2. Street smarts basicly blending into certan envirnments. (like slums docks aristicracy vampires clans and stuff. It would be used to get along and to hide in plain sight.

3. Animal taiming for geting pets to sell or fight for you. (owning ranches maby and going out capturing animals brining em back to train)

4. Crafting skill. Also woodsman skills.
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T. tacks Rims
 
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Post » Sat Feb 19, 2011 7:30 am

Spear, for more variety in melee weapons style.

Enchant, because enchanting felt too limited in Oblivion.

Climbing from Daggerfall, lots of fun to use and easier to limit than levitate I guess.

Yeah, thats about it for me as well.

And while it isn't a skill, I would love to see the daggerfall reputations return.
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TWITTER.COM
 
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Post » Sat Feb 19, 2011 4:51 am

A skill for Crafting things would be nice. Add some raw-materials into the game that the player can buy/find (wood, fur, leather, iron, steel, silver, glass, ebony, stone, etc, etc).

Crafting could replace Armorer. I guess there would be Smithing (metal), Tanning (leather), Fletching (arrows/bows), Devices (locks, traps)
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Hearts
 
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Post » Sat Feb 19, 2011 6:04 am

^ that, good ideas. crafting would be win. Fletching could be sub skill to either crafting or marksman. Or could be a special skill that is acquired/unlocked at a certain level reached in crafting AND marksman.


I'd need to really think more of a whole system, world mechanics, I need to see the direction of the game, and see what is possible to really decide on the skills I would like. designing a new TES skill set/system is really hard imo. I personally would like lots of skills. but when you start splitting skills down quite far, many do become very minor or even redundant especially when progression in the game is so combat orientated. hmmm.

but spears, pole arms/spear must make a return imo. being such an effective,and easily made weapon, it's not acceptable to do without them. I can see no scenario where they would not be at least feasible.

in a form, language skills could actually be really great for roleplay, but i fear something as cool and complex is beyond todays games. and I don't mean quite how they went down in DF, i envision a new system, perhaps a sub skill set to speechcraft.

that concept might be really cool. there might be a way to have umbrella skills. for example, one called magecraft or something appropriate, and all the magic schools are sub skills. there would be one of these for thief/rogue, diplomat skills, and one for the physical/fighter skills. and then everything would come under one of these header skills, I mean they kinda do already, why not make that in some way important to the whole system. dunno, it's a random musing.

In general i am up for a much more complex and in depth system of skills.
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Taylor Thompson
 
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Post » Fri Feb 18, 2011 10:08 pm

I'd really like unarmoured to return.

what is this unarmoured feature?
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Laura Wilson
 
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Post » Sat Feb 19, 2011 9:42 am

I'd like to see "thrown" as a skill so we could get some spears, bola's, ninja stars, maybe even magical grenade things. It'd be pretty cool to throw a bottle of poison at someone and have it break and seep into them.

I voted for spear and enchant and unarmored. I really just want spears as "thrown" though and the others just seem like a nice addition. The more skills the better.

EDIT: How could I forget, Levitate would be cool, the higher the skill the better your speed control and aim while levitating would be, plus you can friggin fly!!!!
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 11:05 am

levitate was a spell/effect, not a skill. It's under the alteration iirc.
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 2:16 pm

I'd go with a system like this. I don't think we need a speed attribute anymore, and especially not any of those armor skills.

Strength: Greatsword, Mauls, Large Mauls, Marksman, Polearms, Chain Weapons

Agility: Sword, Acrobatics, Stealth, Dodge, Concealed Weapons, Theft

Endurance: Hand to Hand, Equestrian, Shield, Outdoorsman, Climbing, Athletics

Personality: Streetwise, Etiquette, Mercantile, Diplomacy

Willpower: Illusion, Enchanting, Torporism, Destruction, Thaumaturgy

Intelligence: Mysticism, Daedric, Necromancy, Alchemy, Medical

Why do we need any magical skills if we have alchemy and scrolls? I'm not kidding or asking a rhetorical question.

What do Torporism, Thaumaturgy and Deadric as skills mean to you? I don't understand what being high in those skills would mean for someone. Is Deadric a replacement for Summon?
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CRuzIta LUVz grlz
 
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Post » Sat Feb 19, 2011 6:12 am

Spears - Spears, pikes, tridents (thrusting polearms)
Polearms - Halberds, poleaxes, scythes, glaives (slashing polearms)
Staffs - Bo staffs (blunt polearms)
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Daniel Holgate
 
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Post » Fri Feb 18, 2011 10:53 pm

:lol: More skills were lost in the Daggerfall-Morrowind transition than in the Morrowind-Oblivion transition, and all of Daggerfall's lost skills get squeezed into one poll choice.

Anyway, I only want skills brought back if the skills will actually have some substance to them instead of just being skills to just be there. Separation of weapon classes should be brought back, in my opinion, as should spears, but with a system that allows weapon skill rating to be affected by the ratings of other skills. That may be a bit confusing, so by that, I mean I want there to be a system that allows, for example, the long blade skill, which is being increased steadily as the main combat skill of a character, to have some sort of positive correlation with similar skills, such as the short blade skill. A master long blade swordsman isn't going to pick up a slightly shorter blade and ask "What the hell do I do with this?". I might even suggest weapon skills be more segmented with such a system, such as daggers having their own skill, shortswords having their own skill, longswords having their own skill, and two-handed bladeshaving their own skill with each of the three skills affecting other skills, to varying degrees, such as the long sword skill affecting the short sword the most, the two-handed blade skill the second most, and the dagger skill least, purely due to similarities in the fighting style's similarities to the others.
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 12:39 pm

What do Torporism, Thaumaturgy and Deadric as skills mean to you? I don't understand what being high in those skills would mean for someone. Is Deadric a replacement for Summon?


Torporism - I really don't know.
Thaumaturgy - Change laws of physical properties
Deadric - A set distance within the presence of a Daedra for it to be non-hostile. (Think conjurers in Oblivion)
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Kari Depp
 
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Post » Sat Feb 19, 2011 9:26 am

Firstly I can see why Beth would get rid of Axe and Medium armour. Axe had very low variety (only a battle-axe and a war-axe) so merging it with blunt makes the weapons overall more useful. While Medium armour ended up not being the best of both worlds.

So in the end I went for:
Spear, for weapon diversity.
Long/short blade, for increased role playability.
Unarmoured, for armour diversity and role playability.
Enchant, I sorely missed this from Morrowind.

EDIT: However, if Beth is going to bring back any skill I would like it to be useful. For example, If they added different kinds of axes (other than a battle-axe and a war-axe) then I'd be happy with their decision.
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MatthewJontully
 
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Post » Sat Feb 19, 2011 9:35 am

All of them. :stare:

This.

What in blazes was the reason for getting rid of the long/short blade division? While I realize it would be impossible to account for every style of weapon use as every single weapon was made for a different purpose, it seems downright bizarre to treat a dagger the same as a claymore.

Bring back Unarmored. Name it Dodge and include an animation so I don't have to listen to people bellyache over the name any more.

Medium Armor, Axe, Spear, thrown weapons...want these back too, for pretty much the same reason I want short blade returned.

I want Enchant back as well. Just for the love of all that is holy FIX IT so I can actually use it this time.

Never played Daggerfall myself, but Climbing would be an awesome skill. This is one I don't mind lumping in with Acrobatics if need be.

I wouldn't mind new skills if they make sense and work well. Can't think of any specific ones I want to see though.
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stephanie eastwood
 
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