SpandexMonkey Posted May 26, 2013 Share Posted May 26, 2013 I'm looking for a consensus (good /bad idea) on a mod concept I've come up with. It would, more or less, effectively remove leveling, mainly perk points, from the game but keep skill levels. If all goes according to plan each perk would still be accesible but through new means... Smithing - To learn how to craft new armors (other than basic hide) you will need to find template pieces (shops, dungeons, bandits, etc) in the world and break them down to learn how to make them or find a suitably skilled smithy to teach you. You can't just craft ten thousand iron daggers and know how to make Daedric armor. Magic - To increase your rank with magic you will have to apprentice under other mages within specific skill trees and with specefic distinctions(frost, spark, necromancy, atromancy, etc) who will teach you. You can't just cast the base tier flames spell for a few hours and know how to cast Lightning Storm nor can you just buy a spell tome and instantly use a new spell. Combat - Strength (ie. Armsman, Overdraw, etc) increases naturally over time, but knowing how to decapitate or paralyze someone takes training. Honestly most combat perks are just about doing more damage, so most of it would be an increase with skill, but otherwise might have to join the Followers or Dark Brotherhood Health, Stamina, Magicka - Increase along side skills involving them Etc, etc, etc... I think you get my point. If you want to be skilled you'll have to find a good teacher or a great book. This is just an idea I came up with for a more immersive and RPG heavy way of playing Skyrim. So, give me a Yay or Neigh on it and if you like it feel free to help me form this into a more solid idea Link to comment Share on other sites More sharing options...
AnkhAscendant Posted May 27, 2013 Share Posted May 27, 2013 I'm a Yay. Anything that adds realism is cool in my book. I think I saw mods that make you have to deconstruct craftables to learn to make them, but the issue for me downloading them is that they either completely overhaul crafting or just the fact that they'd never work with mod-added craftables, so immersion would still be broken. I really like your thing about having to have trainers, though. For instance, with one-handed, once you got to the appropriate skill level you could find that suddenly 1 companion, 1 thief, and 1 DB member (whoever is appropriate) have a new conversation topic - "Hey, I heard you can teach me to behead things". Then you lose 24 hours training and you have the perk. (Or better yet, you train for 8 hours, and they tell you to come back for another session tomorrow and the day after. Anything that makes you actually put effort into it and is not just a quest where you get rewarded with sudden knowledge.) Link to comment Share on other sites More sharing options...
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