» Mon Jun 04, 2012 2:56 pm
My basic concept for an athletics skill (which would actually combine athletics and acrobatics) would level on a system similar to how many spells now work: only in-combat uses count, and moreover, only uses which actually cost stamina would count... so jumping, at least regular jumping, would not add to the skill, and neither would running, as both cost no stamina. The skill itself would improve in three ways:
1. Sprinting in combat.
2. Acrobatic Stunts in combat (see below).
3. Successfully climbing a surface you've never climbed before (see below).
There are a few types of acrobatic stunts, all made available with an early (level 20? 30?) feat, possibly two. One type is a mid-air flip, accomplished simply by pressing jump a second time while already jumping, which lifts your feet into the air, giving you more clearance. In effect, this is a "double jump" though you aren't actually jumping off of anything. This will give you the extra height you need to clear an opponent's head to land behind him, for example, or land on a ledge you might have otherwise missed. The other types are the side-roll and the back-roll, which are executed by tapping sprint while holding back or to one side, a stunt which will allow you to dodge melee attacks.
Climbing would be something of a minigame: upon finding a climbable surface and hitting the "use" button, you sheathe your weapons and begin to climb. Using your right and left hand buttons you select handholds leading you up towards the top. Handholds are unevenly spaced, and correctly choosing the sequence with which you choose your handholds is the major challenge: if you ignore a handhold low and to your right in favor of a handhold higher up, you may find the higher handhold doesn't lead to another, and you've hit a dead end, while the lower handhold had another close beside it that lead to a more navigable path. You have a ticking clock, as well: your stamina bar will slowly deplete as you cling to the wall, and reaching for a new handhold will cost additional stamina. If you run out of stamina, you fall. If you try for a handhold you cannot reach, you catch yourself on your last handhold but expend additional stamina for the error. Climbable surfaces are labeled novice, apprentice, adept, expert, and master, based on their difficulty. Once you've successfully navigated a climb, you gain an amount of exp depending on the difficulty of the climb, and that climb is mastered: you climb it automatically without need for the minigame from then on, but receive no additional experience for doing so.
Climbing would act sort of like lockpicking in terms of gameplay and the narrative: it will allow you to access shortcuts and exclusive areas, even allowing an alternative means of entering homes via upper-story balconies and chimneys. It would make clearing mountains less of a hassle as well, and provide an alternative means of getting to locations like, for example, High-Hrothgar. Also, ways to enter cities beside the main gates by climbing over the walls. Climbable surfaces may include protruding bricks or masonry on a building, stones jutting from a cliff, vines or ivy hanging from a terrace, or the branches of a tree.
Perks for the tree might include an increased chance of a critical strike after an acrobatic stunt, with a unique kill animation, the ability to jump while sprinting for a long-jump, the ability to attack while jumping, the ability to attack while swimming, the ability to divert falling damage to stamina instead of HP, greater reach for handholds when climbing (eventually allowing you to literally leap from handhold to handhold), better sprinting speed, and so forth.
Levels in the skill itself would simply allow for greater stamina-efficiency for sprinting, climbing, and acrobatic stunts. The most basic, bottom level multi-tiered perk would be where you'd get more jump height and better movespeed.