Expanding Racial Traits

Post » Sat Jun 09, 2012 10:46 am

Currently we have very simple racial traits that really don't give much weight to whatever race we select.

We have our "one-a-days" which also don't give much weight to the race we pick, as we can only use this special ability once a day.

So... how about something like this, and we'll use High Elf as an example:

We get +50 Magicka
We get Highborn once-a-day.

How about one, or more of the following, to give better strengths, worse weaknesses, etc but at the same time doesn't force you to play said race as a particular class. Because currently you can be a High Elf Warrior, your racial traits however are practically meaningless.

+5 Magicka upon level up regardless if you choose to level up Magicka or not
+% Magicka Regen based upon how much Stamina you have, i.e. +1% Magicka Regen per 25 Stamina you have
+25% Damage taken from Shock. Shock drains Magicka, being as High Elves are perhaps more sensitive to Magic (being as they have the Magicka bonus), it would make sense that perhaps something that drains Magicka might physically hurt them more
+10% Duration on spells like Oakflesh

Etc, etc

Discuss.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Fri Jun 08, 2012 7:26 pm

+25% Damage taken from Shock. Shock drains Magicka, being as High Elves are perhaps more sensitive to Magic (being as they have the Magicka bonus), it would make sense that perhaps something that drains Magicka might physically hurt them more

Yeah, but shock damage is all ready over-powered when you're being attacked by it. (When being shocked, I just get straight up [censored]. Whilst shocking an enemy, I realize how underpowered my lightning spells are..)

I don't need to be double-[censored] by even more powerful AI destruction spells, and I don't want mage armor with enchantments to become a requirement for my survival.

EDITS: However, I do agree that all the racial bonuses seem rather insignificant or unnoticable whatsoever. I would have liked to have seen more race specific weapons, armors and abilities or an ability to pick from a list of racially specific abilities rather than starting with skill point bonuses. This would equate to a Redguard starting out with the same skill values as an Altmer, 15 to 20 points in each, but due to the racial perks either race would be able to pick from a list of traits that would augment their starting abilities.

IE: Think "traits" from FO:NV, but formatted in a manner that is more racially specific. Does my Argonian want posion resistance or histskin? Does my Nord want to go with the cold resistance or to weild a two-handed weapon with the ferocity of Ysgrammor himself?
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Sat Jun 09, 2012 8:23 am

Yeah, but shock damage is all ready over-powered when you're being attacked by it. (When being shocked, I just get straight up [censored]. Whilst shocking an enemy, I realize how underpowered my lightning spells are..)

I don't need to be double-[censored] by even more powerful AI destruction spells, and I don't want mage armor with enchantments to become a requirement for my survival.

That's true. Our magic svcks, theirs' is great.

Any other thoughts?
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Fri Jun 08, 2012 10:53 pm

I think I would just be happy if Bosmer could actually be the cannibals that they are in lore, without having to turn into a werewolf or do a certain daedric quest.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Sat Jun 09, 2012 10:41 am

This is a great idea. It would make you think a little more before you picked your race.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Sat Jun 09, 2012 2:19 am

I think I would just be happy if Bosmer could actually be the cannibals that they are in lore, without having to turn into a werewolf or do a certain daedric quest.

So... what, like the ability to nom anyone and it gives you a bonus to something?
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Fri Jun 08, 2012 11:43 pm

I've been of the mind that perhaps there should a tree of perks dedicated to race.

Shortening the cooldown, providing extra or more in-depth bonuses... etc.

Nothing worse than having to wait 24 hours every time I use berserk, though it is easily a WTFPWNT skill for any melee character.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Jun 09, 2012 11:44 am

I think I would just be happy if Bosmer could actually be the cannibals that they are in lore, without having to turn into a werewolf or do a certain daedric quest.

Bosmers are cannibals? :blink:

I thought I knew most things about TES lore, but that one takes the cake.
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Sat Jun 09, 2012 4:59 am

I've been of the mind that perhaps there should a tree of perks dedicated to race.

Shortening the cooldown, providing extra or more in-depth bonuses... etc.

Nothing worse than having to wait 24 hours every time I use berserk, though it is easily a WTFPWNT skill for any melee character.

A dedicated skill/perk tree to your race would have been quite awesome.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri Jun 08, 2012 11:00 pm

Hell, it doesn't even have to be a special bonus, it could just be treated as the way werewolves are as an alternate way to heal yourself.


Bosmer in lore have something called the Green Pact, where they're forbidden to harm plantlife for their own benefit and are religiously carnivorious and cannibalistic. http://elderscrolls.wikia.com/wiki/Bosmer
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Fri Jun 08, 2012 11:43 pm

Bosmers are cannibals? :blink:

I thought I knew most things about TES lore, but that one takes the cake.

Yeah. They can also transform into rauaging beast spirits in combat. But that's kind of a last resort, as they die afterwards.
http://uesp.net/wiki/Lore:Wild_Hunt
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Sat Jun 09, 2012 1:11 am

Further elaboration:
You're sitting here at character creation trying to pick your race, but you know that all races start with even skill levels, reguardless.
So you decide to roll an Altmer, and now you're going to take a look at the list of racial traits and abilities.

Altmer Racial Traits:
[ ] Highborne: This allows the player to regenerate Magicka at an excellerated speed for 60s and gives a temporary bonus of 50 Magicka for the same amount of time.
[ ] Altmer Tradition: The history of your people is long and strong! You gain 10 skill points in all of the schools of the arcane.
[ ] Arcane Scholar: This allows the player to start with 3 randomly generated spells in addition to the spells the race starts with and a permanant bonus of 50 Magicka.

Altmer Arcane Traits:
[ ] Unbelievable Focus: This ability allows you to cast all ward spells for 25% less and makes all wards 25% stronger.
[ ] Follower of Arkay: This ability allows the player to cast healing hands on friendly NPC's in return for a leveled amount of gold.
[ ] Dominion Domination: Destruction spells cost 10% less to cast and do 25% additional damage to the human races.

Altmer Personal Traits:
[ ] Dangerous Tinkerer: You've burned your house down with arcane fire for the last time! Your trial and errors in the school of destruction magic have earned you a 25% bonus against negating incomming spell damage, but your restoration spells cost 25% more.
[ ] Altmer Anthropology: Your perfect, tall, highborne figure gives you a bonus to your basic running speed. However, you can not carry quite as much on your twiggy back.
[ ] Descendant of the Dominion: This allows the player access to unique (And sometimes benefitial!) conversation options with other Altmer or agents of the Thalmor Embassy.


These traits wouldn't have to be final, of course, and are more or less of an idea.
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Fri Jun 08, 2012 9:35 pm

Bosmer, a fairly nice special trait could be:

Cannibalism, when feasting on a victim the Bosmer receives a permanent +5 bonus to Health. Can be stacked an unlimited amount of times.

And then to follow up...

Whenever the Bosmer has 50% Health or less, they gain +25% Stamina Regen

So, they could have their own like... "blood fury" thing, somewhat akin to Orc's Berserk but having variety to it.

With this... do you keep your Bosmer weak in the Health department to retain better access to this Stamina bonus, or let them feast?
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Sat Jun 09, 2012 4:17 am

Further elaboration:
You're sitting here at character creation trying to pick your race, but you know that all races start with even skill levels, reguardless.
So you decide to roll an Altmer, and now you're going to take a look at the list of racial traits and abilities.

Altmer Racial Traits:
[ ] Highborne: This allows the player to regenerate Magicka at an excellerated speed for 60s and gives a temporary bonus of 50 Magicka for the same amount of time.
[ ] Altmer Tradition: The history of your people is long and strong! You gain 10 skill points in all of the schools of the arcane.
[ ] Arcane Scholar: This allows the player to start with 3 randomly generated spells in addition to the spells the race starts with and a permanant bonus of 50 Magicka.

Altmer Arcane Traits:
[ ] Unbelievable Focus: This ability allows you to cast all ward spells for 25% less and makes all wards 25% stronger.
[ ] Follower of Arkay: This ability allows the player to cast healing hands on friendly NPC's in return for a leveled amount of gold.
[ ] Dominion Domination: Destruction spells cost 10% less to cast and do 25% additional damage to the human races.

Altmer Personal Traits:
[ ] Dangerous Tinkerer: You've burned your house down with arcane fire for the last time! Your trial and errors in the school of destruction magic have earned you a 25% bonus against negating incomming spell damage, but your restoration spells cost 25% more.
[ ] Altmer Anthropology: Your perfect, tall, highborne figure gives you a bonus to your basic running speed. However, you can not carry quite as much on your twiggy back.
[ ] Descendant of the Dominion: This allows the player access to unique (And sometimes benefitial!) conversation options with other Altmer or agents of the Thalmor Embassy.


These traits wouldn't have to be final, of course, and are more or less of an idea.

I like those... how about this one:

The Flow of the High Mer: Your Altmer heritage bestows upon you a deep spring of Magicka ability along with the ability to channel this extra power. Upon activation for 120 seconds all current Magicka becomes transferred into your Stamina (or Health). This is not limited by your maximum Stamina (or Health) [i.e. if you have 120 Stamina with a max of 150, and currently had 50 Magicka, you'd bypass the 150 max and now be at 170). Activating this however nullifies your ability to regenerate Magicka and Stamina (or Health) for the duration of the ability + 30 seconds. (i.e. no Regen and no Potions/etc)
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Sat Jun 09, 2012 7:31 am

To me, Racial Bonuses are better paired with Classes and Attributes. While I am all for character diversity, the skill system in this game can make most Racial Bonuses/Gimps meaningless. Even with prior games, Race/Class only really counted for the first 10 to 15 levels unless you really stuck to your character's role.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Fri Jun 08, 2012 8:39 pm

I like those... how about this one:

The Flow of the High Mer: Your Altmer heritage bestows upon you a deep spring of Magicka ability along with the ability to channel this extra power. Upon activation for 120 seconds all current Magicka becomes transferred into your Stamina (or Health). This is not limited by your maximum Stamina (or Health) [i.e. if you have 120 Stamina with a max of 150, and currently had 50 Magicka, you'd bypass the 150 max and now be at 170). Activating this however nullifies your ability to regenerate Magicka and Stamina (or Health) for the duration of the ability + 30 seconds. (i.e. no Regen and no Potions/etc)

Hey, lets not make them snotty Altmers too powerful, yeah?
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Sat Jun 09, 2012 6:51 am

Hey, lets not make them snotty Altmers too powerful, yeah?

Format my post for a different race! I'm interested in what others think.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Sat Jun 09, 2012 3:21 am

To me, Racial Bonuses are better paired with Classes and Attributes. While I am all for character diversity, the skill system in this game can make most Racial Bonuses/Gimps meaningless. Even with prior games, Race/Class only really counted for the first 10 to 15 levels unless you really stuck to your character's role.

Which means the system itself may need a re~balance.

Hey, lets not make them snotty Altmers too powerful, yeah?

True, but then one could balance that out as well.

Orcs with Beserk do double damage and take less damage.

Altmer could do the transfer just to Stamina and then take bonus physical damage. So... using this ability would be for either a "RUN AWAY!" situation, or where you have to stand and fight so you just wail away with whatever weapon you may have.
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Sat Jun 09, 2012 1:39 am

Format my post for a different race! I'm interested in what others think.

At the moment I won't create more than just one but...

For Orcs, I would find it cool to give them a "bloodlust" ability as well. Something akin to like for every 10 damage you do with weapons you re~gain 1 Health naturally.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Sat Jun 09, 2012 10:12 am

Well then...

Dunmer Racial Traits:
Cursed Blood: Your Dunmeri blood grants you greater endurance to buring flames. A permanent 50% resistance to fire is added.
Dunmer Tradition: Your people are trained and renowned in the arts of spells and swords. You start with 15 skill points in Destruction, Illusion, One-Handed and Archery.
Arcane Attunement: You are in greater touch with the power of Magicka. All Destruction and Illusion spells cost 10% less to cast.

Dunmer Combat Traits:
Ancestors Guidance: With the spirits of your forefathers whispering in your ear, telling you the enemy's weak spots, all your hits got a 10% chance to be a Critical Hit.
Arrows of the Tribunal: The power of Almsivi strengthens your hand and sharpens your eye. All Archery hits got a 10% chance to be a Critical Hit.
Fiery Blood: Your Dunmer heritage allows you to master the manipulation of fire. All Fire spells cost 20% less to cast.

Dunmer Personal Traits:
Cursed one: You are a part of Azura's cursed people, and you reflect this. You gain 50% Fire Resistance, which stacks with Cursed Blood. Frost based attacks damage you 25% more.
Bullied around: Your people are a hated one, and hate breeds hate. All attacks on Nords, Imperials, Argonians and Khajiit damage 25% more.
Serjo: You are a true Dunmer of Morrowind. All Dunmer gives you special dialogue options and gives you special discounts at 10%.

Better than nothing.
Take your pick from each category. These are not final for a suggestion.

Edit: Added Arcane Attunement
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Sat Jun 09, 2012 12:37 am

-General Perk Tree
-Does not share Perk points with other Perk trees
-Stamina, Health, Magicka, and Race are each a branch
-Stamina has Stamina Regen, Increases, Atheletics and Acrobatic Perks
-Health has Health Regen, Increases, and Resistance/Survivability Perks
-Magicka has Magicka Regen, Increases, Spell Cost Reductions, Utility Spell Perks
-Each Race has its own unique Perk path in the General tree. These allow further specialization
-Now every level besides silly +10 Health, Stam, or Magicka I have a way to progress all the way until 81

-Profit.
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat Jun 09, 2012 7:48 am

Well then...

Dunmer Racial Traits:
Cursed Blood: Your Dunmeri blood grants you greater endurance to buring flames. A permanent 50% resistance to fire is added.
Dunmer Tradition: Your people are trained and renowned in the arts of spells and swords. You start with 15 skill points in Destruction, Illusion, One-Handed and Archery.
(Couldn't think of anything to counter Arcane Scholar)

Dunmer Combat Traits:
Ancestors Guidance: With the spirits of your forefathers whispering in your ear, telling you the enemy's weak spots, all your hits got a 10% chance to be a Critical Hit.
Arrows of the Tribunal: The power of Almsivi strengthens your hand and sharpens your eye. All Archery hits got a 5% chance to be a Critical Hit and aiming is improved.
Fiery Blood: Your Dunmer heritage allows you to master the manipulation of fire. All Fire spells cost 20% less to cast.

Dunmer Personal Traits:
Cursed one: You are a part of Azura's cursed people, and you reflect this. Frost based attacks damage you 25% more.
Bullied around: Your people are a hated one, and hate breeds hate. All attacks on Nords, Imperials, Argonians and Khajiit damage 25% more.
Serjo: You are a true Dunmer of Morrowind. All Dunmer gives you special dialogue options and gives you special discounts at 10%.

Better than nothing.

Do we pick and choose amongst these or get all of them?



-General Perk Tree
-Does not share Perk points with other Perk trees
-Stamina, Health, Magicka, and Race are each a branch
-Stamina has Stamina Regen, Increases, Atheletics and Acrobatic Perks
-Health has Health Regen, Increases, and Resistance/Survivability Perks
-Magicka has Magicka Regen, Increases, Spell Cost Reductions, Utility Spell Perks
-Each Race has its own unique Perk path in the General tree. These allow further specialization
-Now every level besides silly +10 Health, Stam, or Magicka I have a way to progress all the way until 81

-Profit.

This would be amazing.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat Jun 09, 2012 7:41 am

Do we pick and choose amongst these or get all of them?

I just followed that other guys format. But I'd say you choose one from each category.
Of course, the negative ones would have to be expanded on making them good choices anyway.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Sat Jun 09, 2012 7:43 am

I just followed that other guys format. But I'd say you choose one from each category.
Of course, the negative ones would have to be expanded on making them good choices anyway.

Why?
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri Jun 08, 2012 9:53 pm

Why?

If you should choose one trait from each category, and one of the chooseable traits is purely negative, it's just stupid to pick it. I edited my first post to reflect this.
I think it would make for greater customination if you must choose between Archery, One Handed or Destruction specialisation for example.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Next

Return to V - Skyrim