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"Of Teachings and Trainers"


draconisking

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"Of Teachings and Trainers"

A training overhaul

 

I got fairly dissapointed the first time I met someone who said that in exchange for a certain favor he/she would give me some advice in a specific skill. I thought they would unlock a perk or give me some cool power or buff. But when I turned in the quest, all I recieved was one miserable skill level in some almost random skill I probably never used anyway. And as I said in a previous post (that I advice you check out: http://forums.nexusmods.com/index.php?/topic/1367951-of-blessings-and-champions/), my creation kit has a tendancy of randomly crashing (so Learning the modder's trade isn't very easy).

I would like to see the extra skill level replaced/combined with a passive buff that would be unique for every questgiver and most of all permanent. I would want them to be balanced and to be lore-friendly (what I mean by that is that every NPC will give you a bonus that would fit in with it's own personal lore, that doesn't mean that my propositions all fit that frame) the ones that teach combat skills would have to be powers from which you can only pick one at a time, and that you would only be able to change out of battle or once a day (these powers will be called stances). After a short search on the net, I found this list of NPCs, so this would be my propositions (may contain potential spoilers):

 

Stances:

  • Roggi Knot-Beard - "Knot-Beard Clan Stance": You will have extra chances of being staggered while you aren't blocking, but enemies you hit with your shield while they prepare a power attack will lose a small amount of armor value for a short period.
  • Horgeir - "Haafingar wolf Stance": You will be able to block more quickly (nice for a timed block feature) but all your blocks/hits/power attacks will cost more stamina.
  • Amren - "Alikr Stance": Hitting a staggered ennemy with a Cimitar will do massive bleeding damage but using any other weapontype will do less damage (You need to have a shield equipped).
  • The ghost of Old Hroldan - "Savage Stance": A power attack has a chance of depleting the ennemies stamina entirely. But incoming range attacks will be more effective.
  • Ocitieve San - "High Rock Stance": While using a mage armor spell increases your two handed weapon damage, however when you are not using them your outcoming two handed damage will decrease.

Teachings:

  • Brunwulf Free-Winter - "A Veteran's Teachings": Your heavy armor will feel slightly lighter and thus you move more quickly when using it.
  • Oengul War-Anvil - "Windhelm Tempering": Tempering weapons will be more effective.
  • Rustleif - "Hammerfell Fitting": Tempering Armor will be more effective.
  • Ghorza gra-Bagol - "Orcish knowledge": Tempering and enchantments will be more effective on Orcish Armor.
  • Dravynea - "Stone Weaving": Mage armor spells will have a slight elemental resistance boost.
  • Sybille Stentor: "Hunting the Weak": Destruction spells will be more effective against ennemies that have been enticed with illusion magic (fear, fury, calm spells).
  • Lami - "Morthal poisons": Poisons are more effective
  • Frida - "Dawnstar remedies": Potions are more effective
  • Shahvee - "Lizard Skin": Light armor has a chance of deflecting blade based damage.
  • Anneke Crag-Jumper - "Crag Jumper": You will be able to jump farther and higher when using a full light armor set.
  • Stands-In-Shallows - "Beggar's gift": You will be more difficult to detect when Inside Cities,dungeons or interiors.
  • Noster Eagle-Eye - "Imperial Scouting": You will be more difficult to detect when in the Skyrim world space
  • Malur Seloth - "Elven Deception": You have a better chance of persuading/intimidating/bribing people.
  • Ysolda - "This One's Friend": Far better prices when haggling with a Kahjitt caravan merchant.

Bard Quests:

  • Rjorn's Drum: "Song of War" Inspired by the sound of distant drums your warrior skills will be 50% more effective.
  • Pantea's Flute: "Song of Power": Inspired by the sound of distants flutes your mage skills will be 50% more effective.
  • Finn's lute: "Song of Thieves": Inspired by the sound of distant lutes your thief skills are 50% more effective.
  • Bard's leap summet: you have 35% better overall prices.

Training:

  • Another thing that slightly bothered me are the skill trainers (the "pay me, get an instant skill raise" kind). I have found them to be rather immersion breaking. I would love to see a small cutscene where you see yourself training your skill with said teacher until dusk. This could mean some small areas will have to be changed in order to provide the training grounds. For example Amren in Whiterun could have a dummy behind his house that he will start training with every morning between 8 and 10 Am. If you talk to him during this period he will give you the option to train you for money. The same dialogue bow should then show up, but when you accept the screen gets black for a second and you'll see yourself training with Amren giving you hints (or taunting you, whatever fits best). Then the screen will get black again, and when it gfades in again it is evening, you can now go to the bannered mare or to breezehome and have some well deserved sleep. However the training dialogue option should thus only be enabled when Amren is training outside (from 8 to 10 Am for example).
  • This could be adapted to nearly any skill, all that is needed is to add some training grounds to every trainer (except for the guild as they have their own already).

Guild teachings:

The companions:

Only available as a Werewolf. Farkas' and Vilkas' teachings should only be available during the curing quest and Aela's once you've retrieved the beast totems.

◾Farkas: When in beast form, you do double damage to targets that have Fallen victim to the "fear" effect.
◾Vilkas: When in beast form, your claws ignore 10% armor for every summoned creature you have.
◾Aela: When you use the detect life roar (I honestly don't know it's exact name) in beast form, you are 10% more difficult to detect per detected creature.

The latter teachings will only be available as a werewolf, when curing Farkas or Vilkas for their respective teachings, and after collecting all the totems of hircine for Aela's.

 

The Dark Brotherhood:

Should only be available after the questline is completed.

  • Babette: Poison applied on weapons has double duration.
  • Nazir: You gain a "Marked for death ability" (or something alike), letting you mark a person (humanoid) for death once a day, this would force the slit throat killmove. This one should only be available if you completed all of his contracts

The Thieves Guild and College of Winterhold

In fact I would need some advice here.

Skill Books:

I think that instead of leveling you up directly, it would be nice if they gave you a small boost to the specific skill increase. Although, for praticality an option should be given to the player to activate it or not upon reading the book. I think it would be slightly more immersive as most of these books give basic information (or in fact none at all) about the skill. And well let's just say that normally a level 99 alchemist for example would know all the basic information there is on the subject of alchemy. Also a higher skill increase rate would be effective even for higher levels, by being extremely effective (as it would be far more noticeable) on the lower levels.

 

So as you might have noticed I tried to give both a bonus and a debuff to every stance. While the teachings look very much like perks. Training on the other hand has become a little more immersive and will take a lot more time (which is in my opinion fairly realistic).

I hope this Idea will interest someone. If it does Share/like/support/whatever it and we'll see what will happen.

 

I would be happy to accept any propositions

Edited by draconisking
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By the love of Talos! This is fantastic! I absolutely love this idea, it seems so new and imaginative. I was never really disappointed with how it was before but now this changes that entirely. I think you left out a few people but really the only one I can think of is ------ Stone-Weaver from Kynesgrove. Oh wait - Looking up I just saw she is there... damn. Haha, never mind. Well anyways, I like the Bard quests best I think. Probably because before you could never actually be a bard. And those quests were a little glitchy for me first time around.

 

SOMEBODY MAKE THIS MOD!!!

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It probably does need a little balancing out a little, though I couldn't really think how. Maybe if..... nah, I got nothing.

What if your race and the race of the other person affects the bonus? Say for example, you're a High Elf and the other is a Nord. Your bonus would be weakened slightly. Or maybe if your race is natural good at the given skill then the bonus is either stronger/weaker. I don't know if it would work but it' all I've got :happy:

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  • 3 months later...

I give my support to this idea as well.

 

Another thing about Amren. I've returned his sword many times, so I'll never forget what he says when he gets it. "My father had a favorite sword and shield technique. Let me teach it to you, in honor of his memory". What I'm saying is, his stance needs to involve both a sword and a shield, because lore.

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