Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-218.186.253.58-20131023080429

 Here is three cents worth (I read the whole thread and think whatever is discussed is a good idea)...

 I think that other than the plot, we might have to think of other important factors as well...

 Firstly, race should not be a premise for a starting skill build. For example, I could be a Nord, but I have liked magic form young... I could also be a Breton sellsword, an Altmer Thief or a Redguard nercomancer. So, instead, for class creation, we should be able to choose which skills we favor or are experts in and are good in. It would be a modified form of class creation in which every thing is customizable, allowing one to play to their favorite custom class.

 Secondly, I find the level up system to get perk points troublesome and unwieldy, as you have to level up all skills to 100 to hit level cap in the base game, which makes getting those last few perks very troublesome and irritating. We should discard the old system and make it so that every perk has its own level up. There will now be two types of points, Experience points and proficiency points. Experience points are awarded for any and all actions that add proficiency points. They are used to buy health, magicka and stamina upgrades, which cost the same amount each and every level. Every time you buy one level of magicka, stamina or health, you level up once. Levelling up awards nothing but prestige and show off. For doing certain actions, you gain proficiency points for that skill, gaining bonus proficiency points whenever you level up the skill (base 15, like skyrim). Each perk has prerequisites and costs a certain amount of proficiency points, so you can save up for your later perks etc. This also forces you to actually level up the skill to be good at it (I can sneak well by putting a perk into sneak without using it in skyrim). Favoring a skill immediately rewards you with the perk points and exp (you must favor 5 skills) for +5 levels to a skill. Being an expert in the skill is an equivalent of a + 10. Same 18 skills, but more perks. For example, novice destruction could be changed into a 5 level perk which increases destruction damage, master destruction could be a 10 level perk that reduces cost by 10% every level, adept increases range and spell speed, apprentice increases secondary effect strength, expert could be shorter channel times etc. This would make destruction more viable for late game combat, unlike its current incarnation. Illusion could also have perks to make it work on enemies until level 60 + without dual casting. There should be perks to increase attack speed for mêlée weapons like swords and warhammers. Also, the system mentioned above will not allow you to get all perks by level 100 skill, so you have to plan. However, it is also made so that you can get every last perk if you persevere.

 Thirdly, here are some powers that could be added to make the game more popular. Players of only skyrim would expect something similar to shouts, so not adding some greater and lesser powers would be a huge turn off. The powers could be upgradeable. I have tried to think of some powers:

 1. Stasis of order: you paralyze everyone around you, stopping them in their tracks. They do not fall over.

 2. Summon knight of order: you reach out into oblivion, calling a knight of order to aid you in your time of need.

 3. Reject entropy: all projectiles instantly hit the ground. Area affected is surprisingly ordered.



 Maybe we all can suggest more…

 As for daedric quests, I am thinking of this one here. It is quite funny, yet would fit well. It concerns peryite.

 You approach the shrine of peryite. It looks like him (I imagine a blood dragon with durnehviir style rot as peryite) and a structure that looks like a word wall is behind it. When you use the mixture (similar mixture to the one in skyrim), instead of an aspect of him coming, peryite himself flies in and sits on the word wall Paarthurnax style. You can talk to him to receive a series of tedious, yet meaningless quests (like fetch a sweetroll from a particular inn) as well as quests to afflict people with illness, like through contaminating the wells and food supply. After the series of quests, you receive another quest similar to the one in skyrim, just that the ruin is overcomplicated and contains many weak enemies. When you complete it, you receive the spellbreaker and a blessing from peryite, which wears out in 3 days. It reverses the effects of diseases temporarily, giving you power from putrefaction, like peryite himself. For example, witbane now adds insteads of subtracts 50% magicka regen.



 Also, I would like to add another thing. Maybe, after you complete the quest of clavicus vile, you can summon him again at his shrine for one daedra heart (dremora will probably be common, hearts will be valued less). He acts as a merchant which sells stuff that have powerful effects with drawbacks, with more expensive stuff having better positive effects and less negative effects, but costing more. He will only accept daedra hearts as payment. For example (I use a fictional ring here), we can have a “ring of boundless energy”. The basic ring of boundless energy could be +50% regen to all stats, -100 from all stats, costing 4 daedra hearts. A ring of ultimate boundless energy could be +150% regen to all stats, - 40 to all stats, costing 15 daedra hearts. The drawbacks have to be significant enough to counter the gains. Also, if you spend 500 daedra hearts in total, clavicus vile will give you the sword Umbra. It will look the same as its old incarnations and will be one handed, has 1 more base damage than the second most damaging one handed weapon and has an infinite charge soul trap. No other special effects.

 Sorry this seems late, but I had to make sure of what I have been reading in the thread. Again, Apologies for the wall of text. There might also be more Daedric artefacts besides the skyrim ones to consider, like scourge (malacath's daedra banisher), fork of horriplidation...