[possible WIP] More unique bonuses (MUB)

Post » Mon May 14, 2012 11:24 pm

I have a problem with skill bonuses as they are right now: they make races' stats slightly different in the beginning but, in the long run, these differences fade out. This mod attempts to address this issue by overhauling the skill bonuses so that they matter both in the beginning of the game and in the end.

A couple of examples to see how this would work:

Take the Altmer.

Currently they have a + 10 in ilusion and +5 in the other magic schools and enchanting.

With this mod they would have:
a 20% reduction when casting ilusion spells
a 10% reduction when casting spells from the other schools
their enchantments would be 5% more powerful.

Take now the Nords.

Currently they have a + 10 in two-handed and +5 one-handed, block, light armor, speech and smithing.

With this mod they would have:
a 20% reduction in stamina when performing powerattacks with two-handed weapons
a 10% reduction in stamina when performing powerattacks with one-handed weapons
10% more effective blocking
10% more prottective lightarmor
10% better prices when bartering
10% more powerful armors and weapons when smithing.

_______________________

I didn't play the game enough to know if these percentages (20%, 10%) are too high, too low or just right so they may be changed. Still, I've been pointed out that there are pretty large percentual reductions/increases in the game already (like 50% frost resistance and the like). Therefore, and since the idea is to create skill bonuses that do matter in the long run, I think I shouldn't go lower than 20% for the big bonus and 10% for the minor ones.

Thoughts on this idea?
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Taylah Illies
 
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Post » Mon May 14, 2012 11:22 pm

Sounds like a good idea to me. Regarding percentages, Skyrim already has pretty massive percentage-based bonuses like 50% frost resistance for Nords or perks that eventually increase damage with bows by 100%, so using heftier percentages (up to 20% maybe?) for racial bonuses would only make the game more diverse in my opinion.
It would be a lot more fun to have some more noticeable effects on gameplay depending on what race you choose than how it works in vanilla. Those paltry attribute bonuses get leveled away rather quickly.
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Jonathan Montero
 
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Post » Mon May 14, 2012 6:12 pm

Sounds like a good idea to me. Regarding percentages, Skyrim already has pretty massive percentage-based bonuses like 50% frost resistance for Nords or perks that eventually increase damage with bows by 100%, so using heftier percentages (up to 20% maybe?) for racial bonuses would only make the game more diverse in my opinion.
It would be a lot more fun to have some more noticeable effects on gameplay depending on what race you choose than how it works in vanilla. Those paltry attribute bonuses get leveled away rather quickly.

Thanks for the input. I actually wanted to go 20% for the big bonus and 10% for the others from the beginning but in the end I changed it because I thought that it would be too much. Seeing that the game already has these big boosts then my initial percentages shouldn't be overpowered.
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roxanna matoorah
 
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Post » Tue May 15, 2012 12:10 am

What that does is convey permanent bonuses based on race ... which IMHO is a good thing :). I was going to do same but on a much more limited basis, i.e. just create a custom class foe my characters.
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suniti
 
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Post » Mon May 14, 2012 11:10 am

What that does is convey permanent bonuses based on race ... which IMHO is a good thing :).
Exactly, I feel that after all the lore that's behind the races (Altmer are natural mages, Bosmer shoot better than anyone else and Khajiit steal everything that's not nailed down, for example), bonuses that make a lvl 50 Altmer mage better than a Nord mage of the same level are only appropriate.
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Queen of Spades
 
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Post » Mon May 14, 2012 5:47 pm

I'm behind this completely. Diversity was a major part of Morrowind, (and I try to pretend that OB did not exist), and it helped make the game feel....EPIC.
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maddison
 
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