Mod: Adding SPECIAL stats (need advice)

Post » Sat Jun 09, 2012 2:59 pm

For my first mod using the CK I will be adding SPECIAL stats (to replace primary stats that were removed :(). I realise that its common knowledge that the SPECIAL stats system is used for Fallout but I dont care since I just love how it works and thus I want it to be in Skyrim as well. Each stat will typically have ranks ranging from 1 to 10 (with 10 being the strongest). You get 20 points to spend at the beginning of the game and earn more by doing quests and levelling. Heres what I got so far:

Strength - Each rank increases all damage done with melee weapons by 2% (actual damage and not skills), maximum health by 6 and reduces the stamina cost for swinging melee weapons by 3% (perk/s which reduce stamina cost for swinging melee weapons will be changed to something else).

Perception - Each rank increases all damage done with ranged weapons by 2% (actual damage and not skills) and magic regen rate by 1%.

Endurance - Each rank reduces all physical damage taken by 1%, all magic damage taken by 1% and increases maximum carry weight by 5.

Charisma - Each rank increases the speech skill by 2, reduces the global cooldown for Shouts by 2% and increases the success chance of Persuasion by a small percentage.

Intelligence - Each rank increases maximum magicka by 5 and effectiveness with all spells by 1%.

Agility - Each rank increases maximum stamina by 7, the sneak skill by 2 and movement speed by 1%.

Luck - Each rank increases ALL skills by 1 and the chances of finding gold or treasure in chests by a minor percentage.

If anyone thinks any need to be changed or any other effects added please let me know.

:biggrin:
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Bonnie Clyde
 
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Post » Sun Jun 10, 2012 2:43 am

Assuming that you are using the 1-10 scale of the SPECIAL system, I don't see the attributes having much impact and it is too simple to pick what you want without any penalties (a warrior picks max strength, endurance and agility, average luck and ignores the rest, gaining only benefits to his playstyle and does not miss out on anything that affects his playstyle).

If possible I would mod the attributes to be required to unlock perks, so that each perk has an attribute requirement (want +60% damage with two-handed, you need a strength of 8), that way the attributes have way much more impact on the progression and development of the character.
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Quick Draw III
 
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Post » Sat Jun 09, 2012 5:42 pm

Assuming that you are using the 1-10 scale of the SPECIAL system, I don't see the attributes having much impact and it is too simple to pick what you want without any penalties (a warrior picks max strength, endurance and agility, average luck and ignores the rest, gaining only benefits to his playstyle and does not miss out on anything that affects his playstyle).

If possible I would mod the attributes to be required to unlock perks, so that each perk has an attribute requirement (want +60% damage with two-handed, you need a strength of 8), that way the attributes have way much more impact on the progression and development of the character.

Post updated regarding feedback.

:)
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Margarita Diaz
 
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Post » Sat Jun 09, 2012 10:11 pm

Post updated regarding feedback.

:smile:

Ok, I still wonder though, if you still keep the standard perks, then I can match the damage output of a strength 10 character with a strength 1 character with 1 more perk in the weapon skill. I think you would need to remove or alter the damage bonus perks for the attributes to feel like something important to plan and focus on.

In Fallout, adding a point to your attributes feels like quite a huge boost: new weapons become available, perks become available, dialogue options are unlocked and skills are boosted. Working my way from perception 3 to 5 to receive a +4% bonus to ranged damage and +2% magicka regeneration doesn't feel like a big deal. It becomes more of a roleplaying behind the scenes implementation of attributes for the sake of attributes rather than as an important aspect of character design.
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April
 
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Post » Sat Jun 09, 2012 6:56 pm

Ok, I still wonder though, if you still keep the standard perks, then I can match the damage output of a strength 10 character with a strength 1 character with 1 more perk in the weapon skill. I think you would need to remove or alter the damage bonus perks for the attributes to feel like something important to plan and focus on.

In Fallout, adding a point to your attributes feels like quite a huge boost: new weapons become available, perks become available, dialogue options are unlocked and skills are boosted. Working my way from perception 3 to 5 to receive a +4% bonus to ranged damage and +2% magicka regeneration doesn't feel like a big deal. It becomes more of a roleplaying behind the scenes implementation of attributes for the sake of attributes rather than as an important aspect of character design.

Throw in a strength requirement for most two-handed weapons etc?

:)
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Helen Quill
 
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Post » Sat Jun 09, 2012 5:32 pm

SPECIAL would add a twist to the game, but I think you are underestimating what this is going to take. It will be total conversion of the mechanics, not a re-balance like OOO is. Good luck.
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Enie van Bied
 
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Post » Sat Jun 09, 2012 3:28 pm

SPECIAL would add a twist to the game, but I think you are underestimating what this is going to take. It will be total conversion of the mechanics, not a re-balance like OOO is. Good luck.

Thanks mod.

Lets hope that the CK is a powerful enough tool that it wont be THAT hard to implement my idea.

:D
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Rodney C
 
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