[Idea] Exclusively skill-based performance

Post » Tue May 15, 2012 3:40 am

Skyrim has implemented a perk system that runs counter to the old vibe of TES and essentially flies a bit in the face of the "you are who you play" motto. No longer can you carefreely play knowing that you can eventually change your playstyle without constraints; your perk build and to a lesser extent your health/mana/stamina choices tie you to a given playstyle that you cannot realistically change without starting over or cheating. Furthermore, it removes the old paragdim where given enough effort you could master everything you played with if you were dedicated enough. Finally, the hunt for more perks now -force- a dedicated player to max every skill in the elusive pursuit for a few more level ups that they can invest in their 'core skills' perk trees. A mage would likely spend his high-end playtime maxing 2-handed weapons and Heavy armor to get 4 or 5 more perks to invest in Alteration and Illusion under the current system :/

Whilst I recognize that there are positives to this system, such as more replayability, enforcing narrower skill sets to replicate a concept of classes, and all that, and whilst I'm doing okay playing with it in the current pre-mods state, I'm not as viscerally satisfied with character progression as I was in Oblivion (where I admittedly used the AF-Level Mod to remove the awful constraint of min-maxing level ups). So I'm pitching the following idea to see if there's any interest.

The bullet points would be:

- The removal of having to pick perks on level up.
- The removal of having to choose between health/magicka/stamina on level up.
- Automatic attribution of perks based on skill level (at a level always somewhat higher than the current minimums to buy a given perk) (This would work largely like it did in Oblivion)
- Automatic attribution of health, magicka and stamina based on skill levels and/or level without player choices
- Slower skill gain and weakening some key perks to maintain a semblance of balance

By virtue of having to automatically allocate perks to all skills, an high end character would have alot more perks than a vanilla character. Slowing skill growth can make this feel 'well-earned' but it would also be wise to make sure that some key perks that are very potent in the current system diminish slightly in effectiveness to keep things a bit more reasnable. Even with this in mind, I suspect this mod would make things a bit easier overall and it might be recommended to play it at one level of difficulty higher than you would have without it. For health/magicka/stamina, the mod could either allocate 4 points of each every level, or alternatively tie it to skills. An hybrid formula that takes both skills and levels into account is another possibility, and my current preference. Either way, you would no longer have to make irreversible choices about it when you level up, and how good you are at something would always boil down to your skill in it, not choices you made in a perk tree. Character progression would feel alot closer to how it did in past games, and you wouldn't have to worry about it nearly as much as we do now.

As long as the current level up system isn't hardcoded (its almost certainly a modifiable script) then I forsee no feasibility issues, this should be scriptable even for a so-so modder like yours truly :)

I'd like thoughts and input on this, whether this is something you'd like to play and whether you feel that such a system might be truer to classic TES than the current progression system.

Thanks!
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Tarka
 
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