So, Although I've yet to finish the main quest I struggle with a constant desire to start new characters. Combine this with a love for the thrill of risk in a game and I decided to give dead means dead game play a shot. For starters I'm going to lay out a little bit of ground work on basic principles I'm playing with. General Guidelines: 1. Of course, if I die I'm done. 2. No loading saves for any reasons besides crashes (although I've been having far fewer of these recently between the patch and running the 4gb launcher) 3. No power leveling. I'm going to play the game and let my skills fall where they do. 4. No fast travel (this will be a tough one for me, but I think I can hold to it. I honestly thing this will be tougher than sticking to the first rule though) 5. Master difficulty all the way through Trade Skill Guidelines: I'm going to only craft steel weapons/armor (This is largely because I like crafting, but don't want to abuse the high end equipment, and partly because I think the steel equipment simply looks more appropriate). This means I'll be spending a grand total of 1-2 perks in smithing for steel weapons and perhaps the perk that allows me to upgrade magical weapons so that I can make better use of treasure that I find. I will craft only with what I find and what I can buy from stores in the normal course of the game. What this means is that I won't travel to towns, or rest/sleep in order to restock stores. This goes hand in hand with the no power leveling. I won't be using enchanting for the time being. Partly because it makes finding things more interesting and partly because the idea of using enchanting without power leveling is crazy. I will of course happily use any enchanted gear I find in dungeons along the way, and likely pick up the perk to upgrade them. Build and Strategy: This is still masters difficulty, and I only get one shot at this, so I don't plan to go into this blind/without a plan. A lot of the viability of this lies in the steel perk and maintaining a reasonably low level. The steel perk doubles the effectiveness of improvements to steel armor/weapons, so to get legendary equipment I need 96 points in blacksmithing. Since I eventually want to get the magical perk for smithing (requires 60 points), this means with 60% increase to blacksmithing gear/potions I can upgrade armor and weapons to legendary. Now, this of course isn't as strong as if I had 100 blacksmithing (theres varying quality of legendary), but increasing blacksmithing beyond ~60 will only increase our armor/damage while also raising the level of our opponents and the amount of spell damage they put out, which without enchanting I will have a harder time of dealing with. Beyond this, I'll be using alchemy and food (Cabbage/Apple soup heals 15 stamina and 10 hp, per weight it's as good as the potions you can make at low levels) because when you don't want to die, potions are great. The main use of alchemy is of course health and stamina potions. I'll use some resistance/heavy armor/2 hander/etc. potions, but because I don't intend to invest any points into alchemy I expect I'll find better ones than I can make for use in the really tough fights. Combat wise I'll be using 2 handed weapons, heavy armor, and some archery (although no perks will go here until I have the others maxed). Again, I'll be limiting ourselfs to avoid unnecessary levels to keep magic damage down. Additionally though I will go for 30 points in alteration for the 10% spell resistance buff, to get the next level would require 60 points and is further down the tree than I'd like to level. So, I'll be outfit in legendary steel armor/weapons, or as high as I can upgrade whatever magical equipment I find (preferably with fire/lighting resistances), will have 50% frost resistance, and 10% resistance to all spells, and all the relevant heavy armor/2 handed perks. Link to ign's character builder page: http://www.ign.com/builds/the-elder-scrolls-5-skyrim?d=000000000000000000000000000000000000000000000000000000000000000000000000101000000100000000010000100005111111100000000050111113 All extra perks past 31 (assuming I'm alive) will likely be dumped into archery and alternate weapon specialties for 2 handers. Update: As of now Milly is level 10 with 1 perk in smithing (at about 30 points), 2 in heavy armor, and 3 in two handed weapons. Areas Cleared Halted Stream Camp: Bandit Leader White River Watch: Bandit Leader Milly is currently wearing 2 Hand Steel Sword Full Nordic Steel Plate Orcish Bow Companion: Sven 2 Handed Steel Sword Full Steel Nordic Plate Upcoming quests: Initial Companions quests (will be dumping sven as a follower shortly) Bleak Fall Barrows once I am comfortable releasing dragons into the world. So far, the bandit chiefs have been handled relatively easily. I was knocked to about 30-40% life by the mage/bandit chief in halted stream camp, but it was largely do to my follower being in my way. Update December 16th Summary, more details in the post below. Shimmermist Caves cleared, the Dwemer Guardian was scary and resistances are a problem 2 Followers dead, Sven and Uthgerd did not make it home Milly is the proud "owner" of a house in Whiterun Milly is level 12 with all perks (as many as skills allow) invested in heavy armor, 2 handers, and smithing.