» Fri May 27, 2011 10:27 pm
Alright, here's my take on the whole thing. TES has one of the best systems out there, but it still has a ways to go. I posted, a few dozen suggestion threads ago, a way to bring it a few more steps in the right direction, and I guess it's high time I brought it up again.
Now, currently you raise your major skills to level up, but raising any skill gets you a multiplier on its governing attribute. Okay. we can start from there. So as it stands, you level Long Blade and Alchemy from your major skills, but also raise athletics and speechcraft from your minor skills. Therefore, you skip out on a multiplier. So here's a way to improve it.
You first remove a magic bar. The three bars would become Health, Short-term fatigue and long-term fatigue. Short-term fatigue functions like Morrowind fatigue. Long-term fatigue goes down at a very slow rate, so that if you do nothing to slow the decrease it will empty out in 24 game hours at low levels. When it gets low, short-term fatigue lowers faster, you do less damage/ take more damage, etc. eating, sleeping, potions, waiting, sitting and standing still increase short-term fatigue, like Morrowind, but only sleeping, potions and eating restore long-term fatigue. Also, magic takes out of short-term fatigue, then if that empties long-term fatigue, and if that empties, health. This is intrinsically linked to my new magic system which will be stated later.
You next go back to Daggerfall, three primary, five major and ten minor skills, with the rest miscellaneous. As you level any of those skills, the attributes get a little closer to leveling up, each going up more or less based on the ranking of the skill, generally like so:
Primary: 1/3rd Attribute increase
Major: 1/5th '' increase
Minor: 1/10th '' increase
Miscellaneous: '' 0 increase
(I'm not sure how the numbers actually add up, but you get the idea)
Then, upon leveling up you pick a bonus to health, short-term fatigue or long-term fatigue. This also helps to prevent and/or balance jack-of-all-trades-ing because unless you specialize in, say, combat skills almost exclusively you will not max out the governing attributes. Of course, some quests may help to increase skills and attributes, as well as, part 3, perks.
Perks will work very differently from Oblivion, but still recognizable. each perk tree has five types, and each type has five levels. Again going with long blade, instead of maxing it out and getting every perk, you can max it out and have four basic perks, up to level four of a single perk, or some combination. Of course, some quest rewards for certain characters will be skill perks. So, if you specialize in a paralyzing stab (the forward power attack perk in Oblivion for blades), the level 1 perk would be maybe a 10% chance of paralyzing, then 25, then 50, then 75. If you tank that perk and then do a quest with a bonus of a long blade perk reward, then you can get the max level of that perk, giving you a 90% chance of paralyzing an opponent when you successfully land the attack. This adds replayability and further customizability to the characters.
Did I forget anything?