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Chapter 3 - PC/Skills/Class
19 February 2011
Please feel free to Contribute a Suggestion...
- Races
- Give each race its own custom class and forbidden classes. Each race has strong points, reflect
this in weapon+armour bonuses (elves - bows, orcs - blunt weapons, etc..) Each race must have its
own unique set of advantage AND disadvantage. Don't give one race a few bonus points in one or
two skills because with the experience system it limits the max level you can attain (imagine a
wood-elf archer that could not raise above level 28-29 whereas a human one could reach 31-32)
More races to choose from (orc, dwarf, etc...) Orcs, minotaurs, and other not-so-powerful two
legged beasts. Dwarfs, gnomes, and hobits. Argonians should be able to breath underwater.
Half-Orcs. Daedra races. Were-rats. Centaur. Have all the races appear as NPC's in the game. All
I've seen so far are redguards and bretons.
************* ( 13 Received )
- Custom Class
- Have the ability to save defining parameters of custom classes so they can be shared between DF
owners. Also, give the custom class editor the ability to edit existing classes. (Ie. a dark night
might replace ettiquitte with Backstabbing) It will enhance replay. When Customizing a Class you
should be able to just ADD some special abilities without bad effects. Such as you start with like
20 special ability points. Regeneration General costs 100 but Acute Hearing costs 10.
******* ( 7 Received )
- Levels
- No limit to character level. What's the use in playing if you can't get anymore hp's, etc... Don't
have primary skills stop at 100%. Removing leveling all together...statistics (hp, mp, atrributes)
would be related to each other and automatically increase over time. Extend the skill idea one step
furthur and get rid of levels all together. Skills (weapons, spells, etc...) and attributes (strength, hit
points) increase gradually over time through use. Don't allow 'pratice' spells to be used to increase
skills. Bring back experience points except not for just killing things.
****** ( 6 Received )
- Thieving Skills
- Make it so if the Odd Blades or some other store is robbed every night for a month, the owner
would hire some guards, or try to stop you. More realistic restocking of stores after a theft.
Can break into windows of buildings, not just doors. Make it a challenge to sneak up an backstab
them. Why can you steal things from an NPC that has nothing when you kill it?
when in stealthy mode you should be able to sneak up
behind someone and slit their throat. if you have a
chance to catch them offguard make it count!
****** ( 6 Received )
- Attributes
- More attributes to build up, ie strength, willpower, agility. Have attributes slowly
increase with use (like skills). If you swing a 10kg sword several 1000 times you are bound to get
stronger. After reading many books you should get smarter etc... Get jobs e.g. work for the
blacksmith and therby increase strength, get a discount on weapons/armor in the shop, and earn
gold. Similarly for going to school (INT), a spa (END), ballet class (AGI), and so on.
Have attributes have a much larger effect in the game (ie, personality, luck etc...).
***** ( 5 Received )
- Face Builder
- Would really be cool if it had a face-builder (something to completely customize your character's
face...ie. these eyes with this nose, etc.). Would be optional in the character creation process. Randomly
build a face if you don't wish to. The system in Battlespire is a good start. More faces to choose
from. It would be nice if appearance depended on stats (ie, str, int, etc...).
Let them select a general face form and then adding a set of eyes, nose, etc. Maybe
letting them alter skintone to a degree.
***** ( 5 Received )
- Detect Secrets
- Make a skill/spell so that when you pass a secret door or switch you have the possibility of seeing
a message like 'You notice something funny about the south wall', or 'You notice scrape marks
on the floor'. Hidden doors are more obvious to the TRAINED Eye of a thief or Elf.
Hidden doors shouldn't be visible on the automap.
**** ( 4 Received )
- Language Skills
- Actually have the language skills do something. I have my Daedric about 65% and yet none of
them are willing to talk to me in my dungeon crawls.
**** ( 4 Received )
- Powerful Classes
- Certain combinations of abilities unbalance the game as well such as a character with increased
magery 3X, spell absorbtion, Immunity to magic, and inability to regen spell points. This character
can go up fairly fast, and with an item enchanted with fireball (or something similar) can pretty
much have an unlimited supply of spell points. Limit advantages and disadvantages then when
the character gains a certain level have him recieve a note from some wise old man saying I have
been watching you and I feel you are ready. When you go to him you can add ONE more advantage.
If I am level thirty I should be able to have a castle, raise an army of the dead an of demons
and carve my own province. Obviosly others would oppose. If this was
integrated into the spell maker with v. high costs it would provide a
whole new aspect.
*** ( 3 Received )
- Lockpicking
- The ability to try to pick a lock more than once. If at first you don't suceed... Have more options
for using the theiving type skills. Be able to buy lockpicks, various qualities and correspondingly
various chances at picking a lock. Fix the Pick Lock skill. I have a character that has LockPicking
as a Miscellaneous skill at 11%. Either because I have 80 intelligence or a bug, but I can pick any
lock. That just shouldn't be happening. I should be having to bash down some doors or use open
on others.
*** ( 3 Received )
- Infravision
- Have a skill or racial characteristic like Infravision. It would be great to go with out the light spell or
torches which do not work anyway.
** ( 2 Received )
- History
- Should be able to write your own History without Hacking the file. Make certain events in your
history unavoidable. Like meeting the Emporer or something. But the rest can just be typed in
or take the default histories. I just want to check my abilities sometimes, not hear my entire life story.
Not having these is especially annoying with vampire-lycanthrope characters. It might also be useful
if you were told the abilities currently bestowed upon you by an item.
** ( 2 Received )
- Become a Lich/Daedra Prince
- Like becoming a vampire or werebeast, allow your character to be a lich. Find an ancient map
deep in the bottom of a dungeon that leads you to the hiding place of a secret potion/spell that
would make your mortal wizard into an undead magician. Effects might be a higher number of
spellpoints, always full stamina, damage from holy places, weakness against anti-undead measures,
bad reaction from living things. Similarily with a Daedra Prince.
* ( 1 Received )
- New Skills
- Animal handling (less likely to be thrown and faster travel), change medical to be more a
regenerative type healing, hunting (if food is implemented), religion/praying (controlling undead,
gaining temporary favours, summoning daedra/gods etc...). Weapon Smith: Basic ability to repair
damaged weapons away from a smithy. Armor Smith: Basic ability to repair damaged armor away
from a smithy. Hobbler: Basic ability to repair all items other than armor and weapons. Foraging:
Ability to find specific materials. Researcher: Increases choices in available spells and increases
chance of player finding out location of an artifact site or precious metal deposit.
* ( 1 Received )
- New Races
- A good way to introduce the dwarves would be that they were at war with the orcs. Recently, a truce has been called.
The dwarves have reemerged from their mountain fortresses to be a presence in Tamirel.
The dwarves and orcs therefore would have a strong dislike for each other.
Dwarves: They are in the game. Dwarven weapons and armor abounds. Due to their small
nature, they can't use two handed weapons, but are harder to hit (+10% to dodging). Dwarves
have increased endurance and strength due to their year in the mines and fighting the orcs.
Dwarves well known for their fighting abilities. Skill bonuses (+10% axe, +10% short sword,
+5% critical strike, +10% armor smith, +5% weapon smith ). Finally dwarves are more resistant
to magic than the other races, second only to the Bretons. Orcs: Same reasons as above why
they should be player characters. Due to their large size and warlike culture they have
increased strength and endurance. Further, orc's, due to their physiology, innately have a
rush of adrenaline near death. Orcs are natural fighters and assassins, trained from a young
mage in battle. Those who are too weak die before reaching adulthood or learn more subtle ways
to kill their opponents, thus enhancing their warlike abilities. Skill bonuses (+10% axe,
+10% long sword, +5% missile, +5% back strike, + 5 % stealth, +5% street smarts). Orcs suffer
a strong reputation penalty with most races due to their warlike nature. When entering settlement,
an Orc is best off being in robes and avoiding most peasants save the residents of the more seedier
parts of town. Insted of just being a Humanoid character you could be another race! Imagine
being a daedra and going around to wreak havoc on an un-suspecting town, or to become an orc and
join to Ornsinium. This would allow for many different storylines, skills, and races to use and become.
* ( 1 Received )
- Fighters
- The warrior at latest stages is much weaker than Mage? Warrior just can swing his club (or sword,
not matter) when Mage can fly.. summon daemons.. launch nuke-spells.. etc. I (and not I alone,
that was not my idea, really) think that Warrior at high levels must gain some extra-abilities, which
can be compared to spells like.. VERY fast running. Catching arrows. Stealth movement. Resisting
some type of spells. Ability to throw knife in eye of his foe and slay him.
* ( 1 Received )
- Import Character
- Be able to import your character from Daggerfall if you wish.
* ( 1 Received )
- Druids
- First Polymorph, this spell is in all the stories where either a druid has one shape they change
into at will or they have multiple shapes ie Eagles Bears Wolf (tried
the werewolf not quite what I was looking for) etc. Another thing is
that there were are no druidic places of worship (stone circles) in
Daggerfall ( if someone has seen one I would like to know where it is)
And maybe the most important though most looked over is the Stories
about Druidic Healing of plants and animals...Too bad no animals plants
are easy to walk through and i always feel that some insane wizard
created the forest of Illusion...Anyway do not Druids spend a huge
amount of time turning wasteland into forest? I feel as a woodelf or
some other species this would be great I mean don't they love the
forest?
* ( 1 Received )
- Travelling Skill
- Add a travelling skills which would affect travel times.
- Levelling Increases
- Let the number of points that you increase in going up a level be fixed. I routinely save and reload
until my bonus increase is 6, and my health points increase(which I sadly set as only 10, max,
before I caught on) is 10 on each level increase.
- Rapid Advancement
- Let there be very rare, and very difficult quests/encounters where your character can advance
very rapidly (either in level, skills, attributes, reputation, etc...). Either the character fails, possibly
losing stats, or dying, or succeeds with great rewards.
- Shield Block
- Your ability to block an attack should be based on a skill. A skill such as successfully using a shield to block an attack.
- Disguise
- Add disguise kits and make-up kits as well as a disguise skill. (this would only be useful if NPC's took a character's appearance into consideration.)
- Alignment
- Add the effect of alignment somehow (the classic evil/neutral/good).
- Bounty Hunting
- Bounty hunting, would be a good Idea also. Make bounty hunting into a class, make bounty hunters guilds, and hunt and track people in outdoors environments instead of always in
dungeons.
- Singing Skill
- Bards should have singing skill and chance to use it for money or magic. Sing for your supper or sing up a spell.
- Character Disadvantages
- How about some obvious problems associated with the gender or race you choose. It would be
interesting (and perhaps educational) to play a PC who is cast out, arrested and otherwise hassled
because they are an upright lizard or highly attractive (or ugly) man or woman. The dialogue engine
could make this an important thing in gameplay, making the experience more rich.
- Sneak/Run/Climb
- Make sneak / run / climb a toggle-mode. To avoid those annoyng unwanted actions, and to lessen strain on fingers.
- Scars
- SCARS on body!!! You been hit by nasty orcish blade! Critical hit (2 hitpoint remains), but you win.
After that you rest and healed, but SCAR will remain forever (Switchable)
- Priests
- A priestly option, there's no way to play a cleric, paladin, religious monk, etc... All they are now is
mages attached to a church.
- Inventory Sheet
- The character portrait should be more heroic. The bodies and faces in Daggerfall were to real.
Should be more like comics, with real strong guys, and girls with really big bra size and no space for
internal organs!! Would be more interesting if you could choose your body in character generation -
really thin and wimpy, real strong or medium. It's kinda strange to do mages with real strong bodies.
The faces should be a little more variated. From batiful girls, to really old mages, with big noses and beard.
- Mastering a Skill
- Skills shouldn't stop advancing at 100% and shouldn't prevent other skills from advancing past 95%.
It's slow progress past 100% that it wouldn't matter too much.
- Secret Classes
- I think that in the next game, there should be some hidden classes that are obtained through doing
specific things. For example, there could be a secret Paladin class that you could get by increasing
your reputation to revered, and getting over 75 reputation with a temple, this would eliminate your
previous class and your old advantages/disadvantages, but you would keep your level and other
stats.
- Professions
- PC professions as in Ultima, hunter, blacksmith -there are loads that would be cool.
- Premade Classes
- I think that the premade character classes should have
some advantage over making a custom class. In daggerfall
there is no reason except speed to take a Mage class when
you can create one better. A premade mage class should
get more free spells. A premade fighter should start out
with a powerful sword. A premade thief should have points
added to his thieving skills.
Total of 101 Suggestions, 35 Unique
Please feel free to Contribute a Suggestion...
This file automatically generated by the UESP Suggestion Database program created by Dave Humphrey, 8 June 1998
If you have any inquires, problems, or suggestions related to the program or its output, please direct them to the WebMaster, Thank-You.
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