Thoughts on perks

Post » Sun Jul 01, 2012 4:01 pm

While rerunning Skyrim for... umm... n+1th time, I finally clearified my main complain about perk system and skills.

A perk per level and perk-based skill effectiveness progress is simple, clear and limits heroes from becoming masters of all skills, it's good at that. The problem - and my complain - is that it works only at start of game and basically breaks roleplaying at mid and high levels of hero.

IIRC, there are 251 perks and hero can reach only lvl 81 or 82, thus getting 80 perks. There are 3 groups of skills (war, thievery and magic), so a top-leveled hero can't even become a true master of just one group of skills. It's sort of a roleplaying, but it's broken with the fact that to reach high levels, hero should be at least an expert of everything - every skill. Literally, to be a better marksman, hero should learn conjuration, and to be a better pickpocket, he should learn how to swing two-handed weapons and wear heavy armor. Is that anywhere close to roleplaying? Even more, imo, that breaks basic idea of skill training of all Elder Scrolls series: as in worst traditions of stupid roleplaying systems, hero may (and in this case, even should) train totally unrelated skill to improve his main skill. Practice conjuration to be a better marksman. Really? Really, in Skyrim.

What can be the right perk system? Perks are abilities, made possible to learn with improving a related skill. They were auto-learned in Oblivion, but having lots of perks for every skill with possible specializations inside a single skill asks for choice and limitations, so auto-learning won't do.

The idea is plainly in description of perks. Perks for swords specifically, for maces, for axes. For trapping souls, summoning, fire/cold/electrical damage. In current form, they break roleplaying even inside certain skills themselves. Swing an axe to become a better swordsman. Burn'em to become better with cold-based spells. That's clearly nonsense and doesn't fit the series.

There are 3 types of perks:
1. General (for a certain skill): increasing weapon/bow damage, increasing armor rating of armor. Should be auto-learned with increasing its skill, because a master bower who can't deal any more damage with bow from the time he didn't know anything about bows (because he has spent perks from levels, gained by increasing ranged, to magic or war skills), is nonsense.
2. Specialized inside one skill. Swords/axes/blunts, fire/ice/electricity, raising/summoning creatures/items. Should be trained as skill-inside-skill by using specific weapon/spell.
3. Special ability, not critical or basic for its skill. Special moves with weapon and armor, for example. May be learned from trainers, learned by random while using skill (at its highest levels) or something else, maybe.

The main idea is:
1. Dropping perk points completely, as they can be spent on totally different skills from what hero is using to get them;
2. Implementing gaining perks with scripting skill/item use, and maybe trainers (to get some special perks).

Any ideas how to implement it using skse? (I don't have any experience with it)

Downsides of automagical getting of perks:
1. Theoretically, character can become master-of-all-skills, as in Oblivion. Well, theoretically, every char in EVE can learn all skills, but practically the problem is time, so with scripting some degradation of getting more and more perks, it can be solved.
2. (idk)
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Sophie Louise Edge
 
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