» Wed Jun 13, 2012 7:25 pm
You've gotta give it time, man.
I often find that books for tabletop RPGs serve as a good inspiration. I'm currently playing an Arcane Archer, who uses Archery, Destruction (mostly runes), Alteration, and Enchanting. Oh, and Conjuration for the Bound Bow. No armor, no melee, no summons, no Illusion. I use Sneak minimally, but it's not perked at all.
I also have started a Redguard who is working for the Dark Brotherhood. His angle is that he's a Hammerfell loyalist/guerrilla agent who has moved to Skyrim in an effort to oppose the Thalmor. But, he is very loyal to the Empire as well - he just doesn't think it's currently headed in the right direction. I thought about having him do both the DB questline and the Imperial legion one. At one point, I had all the reasoning behind that figured out, but I can't remember it... oh well! It basically was an excuse for him to think of himself as a 'good guy' instead of just a psychopath who murders people for no reason. He will be using Light Armor, One-handed (dual wielding, probably dagger/sword) and Sneak, with a bit of Archery thrown in. Loosely based on the Shadowdancer prestige class from D&D/Pathfinder.
My next build will probably be a druid/shaman. Likely an old man, a Breton, using a Forsworn axe (no metal weapons) for melee, but relying mostly on Destruction (as a master of the natural elements), Illusion (to fear/frenzy humanoids, and calm animals), and shouts (especially Animal Allegiance, Storm Call, etc.) Alteration as well, for oakflesh and the like. He will be a kindly old man, doing all of the little jobs for the farmers, the Gildergreen quest - helpful stuff in general - but he will be a terror to behold when his wrath is awakened. He will wage a personal war against the Forsworn, since they have lost their way and are perverting the natural law.
Then I've got a sketched-out plan for an Alchemist/doctor that was inspired by some earlier posts. He will probably be a Breton as well, since they get boosts in the right skills. He'll max out Alchemy, but also use Alteration (to simulate toughening of his skin through alchemical infusions, or heightened senses via detect life), Pickpocket (to deliver his poisons surreptitiously), Conjuration (sort of a mad doctor who can reanimate the dead), and One-handed (as a former nobleman of High Rock, he was trained in the use of a sword). I will probably also need some Sneak in order to pull off the poisoning/pickpocket trick. His schtick will be to open up combat via a poison or sneak attack, kill the enemy, raise the corpse, and continue on that way, using poisons and potions liberally. I'll play him as a sort of travelling snake-oil salesman, so some Speech would also fit.
You could also go with a ranger type. That's easy to build, since everyone knows what a ranger's skills should be (my take: Archery, Light Armor, One-handed, Alchemy), but to make it a really good RP you should think of what other features rangers have. In D&D/Pathfinder, rangers have a favored enemy. At higher levels, they have more than one. You could make a ranger who hates the Falmer, for example (I do IRL!), or a ranger who is dedicated to exterminating giants, or hunts dragons, or is waging a war on bandits, or sabercats, or spiders, or.... you get the drift. Think about why your character hates that particular enemy, and then set about finding them and bringing them down.
Then there's an idea for an Argonian guerrilla fighter. He would probably be one-handed, block (no shield, just sword), light armor, archery, sneak, alchemy... something like that. Mostly because I haven't made an Argonian in Skyrim yet. He would be sort of a shady character, but I haven't figured out what quests he would do. Perhaps simply a self-interested treasure hunter.
I did play a Khajiit sellsword (or sellclaws) who used his claws for melee and only used Archery, Heavy Armor, and Speech skills. A bit of Sneak early on, but I dropped it quickly. He was awesome, actually. He wandered the land doing good deeds, making cash... he was a svcker for a pretty face.
My first MQ character was pretty much inspired by Beowulf. A Nord who used all of the combat skills, but Archery was the least of those. He did the MQ and the Companions - the Companions especially is awesome for an Old English/Old Norse/Beowulf kind of feel. This guy saw himself as a true heir of Ysgramor, and getting the assorted weapon/armor rewards for the Companions was so perfect for him.
I've still got a save that I intend to return to for my Imperial rogue. He's in the Thieves' Guild, but is more interested in being a treasure hunter - delving into dangerous ruins, sneaking past enemies, disarming traps, picking locks, and coming back with tons of loot. Whenever he heard a rumor of a profitable location, he'd check it out. For more challenging expeditions, he'd hire on some help - sort of simulating a 'party' from tabletop rpgs. Once the particular job was complete, he'd lose the follower, but hire him back if something else came up later. He was not much of a warrior, so the extra help was always needed. He did use Archery and a bit of One-handed along with Sneak, Light Armor and Lockpicking. No crafting skills.
Finally (for now), I have an idea for a doddering old Breton, an archaeologist type based on the narrator of 'The Ruins of Kemel-Ze'. He will be fascinated with ancient Nordic and Dwemer history, and will collect ancient artifacts and books. But he'll have very limited combat ability. His main skills will be Speech, One-handed (something of a swordsman in his youth, but he's gotten a bit rusty), Alteration (light and shield spells), Illusion (only for Rally spells, I think). He will basically go to a town, set up a room at the local inn, hire any promising adventurers, and then plan expeditions to local areas of interest, returning to the inn to drop off gear or buy/sell; then he'll move on to another town. Probably will live in Solitude ultimately.