Adding Attributes

Post » Tue Aug 14, 2012 9:55 pm

Wouldn't it be fun to have an option to have attributes on your characters? It always bothered me to think that my ArchMage could just pick up a warhammer and be able to swing it around, or that my barbarian can can cast spells if he wanted.

I understand why Bethesda made things the way they are, but it wouldn't it be great to have the option to apply attribute stats for your characters so it "locks" them into their roles.

Thoughts?
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Russell Davies
 
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Post » Tue Aug 14, 2012 9:19 pm

The thing about role playing is that you dont have to swing a warhammer if you don't want to, or cast spells with a barbarian class character.
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Eve Booker
 
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Post » Wed Aug 15, 2012 2:38 am

The thing about role playing is that you dont have to swing a warhammer if you don't want to, or cast spells with a barbarian class character.

Knowing that I could is what bothers me.
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clelia vega
 
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Post » Tue Aug 14, 2012 8:18 pm

Only if it was done like fallout new vegas, you can't max out all the attributes (SPECIAL). Make the attributes you choose actually mean something significant for the specific 'class' of character you've chosen.

I don't want another oblivion where you can max out everything, fallout 3 also gave you tha option with the ridiculous broken steel DLC.
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April
 
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Post » Wed Aug 15, 2012 8:07 am

Well, just don't let it bother you. That's what I did when I played pure mage (my first character).
I guess having attributes wouldn't do any harm, but we don't have them, so... :shrug:
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Portions
 
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Post » Tue Aug 14, 2012 6:37 pm

Knowing that I could is what bothers me.

Sorry, but that's your problem, not Bethesda's.
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Sweet Blighty
 
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Post » Wed Aug 15, 2012 6:40 am

Wouldn't it be fun to have an option to have attributes on your characters? It always bothered me to think that my ArchMage could just pick up a warhammer and be able to swing it around, or that my barbarian can can cast spells if he wanted.

Oblivion & Morrowind both had attributes.... and your Archmage could swing a warhammer & your barbarian could cast spells. So I'd guess you're talking about something else.....


I understand why Bethesda made things the way they are, but it wouldn't it be great to have the option to apply attribute stats for your characters so it "locks" them into their roles.

....ah, that's what you're talking about. Gotta say, heck no. One of the big things I love about the TES games is the freeform skill system - use the skills you want to play the character you want. Rigid, defined-straightjacket classes is for games like D&D, not TES. At least in my mind. :smile:
(Heck, I never used an actual "class" in Oblivion - I always used the "custom" option..... and frequently used the Minor skills rather than the Majors.)


edit: and it's not that I don't play games with rigidly defined classes - I do! I just like to play a variety of games, with a variety of styles. TES is the main place I go for a wide-open, classless, skill-based system. When I want to play a different style game.... I play a different game. :tongue:
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Gen Daley
 
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Post » Tue Aug 14, 2012 8:12 pm

What I'm talking about is having minimum attributes to be able to perform a specific task. Strength, Dexterity, Intelligence, etc.
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Adam Porter
 
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Post » Wed Aug 15, 2012 7:57 am

What I'm talking about is having minimum attributes to be able to perform a specific task. Strength, Dexterity, Intelligence, etc.
I'd rather there be penalties for stretching yourself beyond your abilities than any hard cut-off point. There's no reason a weak mage couldn't use a warhammer. There are reasons why a weak mage couldn't use a warhammer effectively, and these go beyond their level of proficiency with the weapon. So imposing attack/damage penalties on characters who lack the proper attribute score is a good thing. Soft, realistic restrictions before hard, arbitrary ones.

Other possible effects:
-If you lack the intelligence/willpower level required for certain spells, you have a greater chance of spell failure.
-Endurance/strength/agility to low? You won't be as effective in certain armor.
-Don't just have a strength requirement for weapons. Some, like a rapier, should be based on agility or speed and a slower, less agile character would suffer penalties when using them.
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Hannah Whitlock
 
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Post » Wed Aug 15, 2012 8:18 am

I'd rather there be penalties for stretching yourself beyond your abilities than any hard cut-off point. There's no reason a weak mage couldn't use a warhammer. There are reasons why a weak mage couldn't use a warhammer effectively, and these go beyond their level of proficiency with the weapon. So imposing attack/damage penalties on characters who lack the proper attribute score is a good thing. Soft, realistic restrictions before hard, arbitrary ones.

Other possible effects:
-If you lack the intelligence/willpower level required for certain spells, you have a greater chance of spell failure.
-Endurance/strength/agility to low? You won't be as effective in certain armor.
-Don't just have a strength requirement for weapons. Some, like a rapier, should be based on agility or speed and a slower, less agile character would suffer penalties when using them.

All of this sounds great. I just feel like it would add a more realistic option for your characters.
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how solid
 
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Post » Wed Aug 15, 2012 10:32 am

Check out my WIP Attribute mod: http://www.gamesas.com/topic/1402603-wip-skyrimmersive/
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Maddy Paul
 
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Post » Wed Aug 15, 2012 8:52 am

I would just like there to be skill requirements for advancing in guilds. Without attributes that can't happen. :( Ah well....
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james tait
 
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Post » Wed Aug 15, 2012 12:56 am

I would just like there to be skill requirements for advancing in guilds. Without attributes that can't happen. :( Ah well....

Why not? Unless you mean something different by "skill requirements" (I took it to mean a certain level of appropriate skills, i.e. Conjuration, Speechcraft, One-handed, etc)....
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Leonie Connor
 
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Post » Wed Aug 15, 2012 5:09 am

Check out my WIP Attribute mod: http://www.gamesas.com/topic/1402603-wip-skyrimmersive/

Looks like a pretty cool mod!
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Adriana Lenzo
 
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Post » Tue Aug 14, 2012 11:54 pm

Strange, I always liked the new levelling system. I like the thought of being able to switch between different play-styles without being shoehorned into one class.

Personal preference I guess. You can never please everyone.
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Dylan Markese
 
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Post » Wed Aug 15, 2012 12:41 am

Wouldn't it be fun to have an option to have attributes on your characters? It always bothered me to think that my ArchMage could just pick up a warhammer and be able to swing it around, or that my barbarian can can cast spells if he wanted.

I understand why Bethesda made things the way they are, but it wouldn't it be great to have the option to apply attribute stats for your characters so it "locks" them into their roles.

Thoughts?

Hello entreri3478. Good you're around.

No. It's time to relegate the all-things-optionable approach to lesser details. Having attributes, or the lack thereof, is a fundamental design choice. Let them revamp the attribute system, make it meaningful and impactful and I'd be willing to bet few amongst us would come here and protest its return
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Chloe :)
 
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