Agntehunt Posted October 21, 2009 Share Posted October 21, 2009 I've been cooking this idea up for a little while, and I often wonder why Bethesda didn't do it in the first place. The idea is for there to be seven new prestige classes(three for each specialization, three for mixed specializations, and one with all specializations), which you can advance to at any point, but preferably after you can no longer advance in your current class because your skills are maxed out. These Prestige classes will allow you choose new main skills, will boost your fame/infamy, and give you some sort of bonus or neat item, as well as allowing you to continue advancing your skills and attributes. However, the prestige will come at a price. For each class there would be a quest as well as something you must give up, such as a monk, giving up all his worldly possessions (No longer being able to access your vanilla houses, only being able to wear certain articles of clothing). Also, increasing your skills will become more difficult, and training more pricey. I think this would add more of an immersive aspect to the game, as opposed to a simple mod that just allows you to change your class. I'd be willing to lend a hand if anyone is willing to work on something like this. I've only messed around with the construction set a bit, I'm only really able to place things at this point, but I'm learning slowly. I'm certainly not up for the scripting this sort of mod would require. And I'm always an excellent source of ideas. :) Link to comment Share on other sites More sharing options...
grmblf Posted October 22, 2009 Share Posted October 22, 2009 So basically once you have maxed all of your major skills and can't level up you want to be able to choose new specialization skills and keep leveling up your character, right? This can be done with some (if not every) leveling mod like KCAS, you won't get the quest and the title but you can roleplay it. Anyway, I don't see why a character has to wait 'til level 50 to become a monk or a noblesman. I'm not saying this 'prestige classes' isn't a good idea, but rather that IMHO it'd be better to be able to choose them from the beginning and don't mess with leveling. Link to comment Share on other sites More sharing options...
Slawter500 Posted October 22, 2009 Share Posted October 22, 2009 well that's ever so slightly ripped from call of duty :P How would the quest determine that you are a monk? Through dialogue options in the quest? i.e "Who are you""OptionsMonkKnightPaladin" Thats quickly done, to illustrate my point. Or would you do it through which quest you chose? Link to comment Share on other sites More sharing options...
Agntehunt Posted October 22, 2009 Author Share Posted October 22, 2009 well that's ever so slightly ripped from call of duty :P How would the quest determine that you are a monk? Through dialogue options in the quest? i.e "Who are you""OptionsMonkKnightPaladin" Thats quickly done, to illustrate my point. Or would you do it through which quest you chose? COD4 is win! :thumbsup: Yeah, the idea does have some of the mechanics of the Call of Duty prestige system, but actually I'm drawing off of D&D's multiclassing system and it's prestige classes for this idea. Which class you would choose would depend on which quest you take, and I'd like to have seven different NPC's in seven different locations offering quests in seven different dungeons or what not. For instance, to become a "Prestigious Monk" (a mixture of stealth and combat) you'd need to go a Monastery and speak to a monk there who would offer you a quest to go on a sort of 'pilgrimage' to be accepted into the order and receive your new class. Or to become a "Prestigious Rogue", you would have to have completed the main thieves guild quest and speak to someone in Dareloth's house who will give you a quest to pull off a really difficult heist. Sorry if I'm a tad incoherent, I just woke up. :closedeyes: Link to comment Share on other sites More sharing options...
kieranfoy Posted October 22, 2009 Share Posted October 22, 2009 Personally, I say you should have TWO qeusts and classess for each archtype, one good and one evil. You know, a mage could become a Arch Wizard(or Mage Lord or whatever) OR a Dread Necromancer. A monk could become a Monk of the Devines or a Daedric Monk. Yadda yadda. Link to comment Share on other sites More sharing options...
Agntehunt Posted October 22, 2009 Author Share Posted October 22, 2009 Personally, I say you should have TWO qeusts and classess for each archtype, one good and one evil. You know, a mage could become a Arch Wizard(or Mage Lord or whatever) OR a Dread Necromancer. A monk could become a Monk of the Devines or a Daedric Monk. Yadda yadda. Aye, I was thinking about that as well. Good classes would give your fame a big boost, and evil would likewise boost your infamy. I'm not sure if this possible as I haven't seen any mods that increase the skill caps, but another path that we could take is possibly increasing the maximum cap for your primary skills past 100, and which NPC you speak to and which class you take would be based on what your primary skills are. So if the majority of your skills are Stealth, you would take the rogue quest to become a "Prestigious Rogue" and have your cap increased. If they're a mixture of stealth and combat you would take the monk quest, et cetera. I know there are mods out there that allow you to change your class mid-game, but I think people would find it more interesting to have a more immersive alternative. Link to comment Share on other sites More sharing options...
Slawter500 Posted October 22, 2009 Share Posted October 22, 2009 Hmmm...what would you do in the case of a custom class? Link to comment Share on other sites More sharing options...
Agntehunt Posted October 22, 2009 Author Share Posted October 22, 2009 Hmmm...what would you do in the case of a custom class? Again, not really sure if it's possible, but which quest you would take would be dependent on your skills, not which vanilla class you chose. So, let's say the majority of your skills are stealth based, then you'd take the stealth quest. If half of your skills are stealth based and the other half combat, you'd take the stealth-combat quest. Thinking about it, seems like it'd be a lot more work and probably wouldn't be able to pull it off anyway. Perhaps instead, create a mod for each prestige class. What I'm really wondering right now is it possible to increase the skill level cap? Is that a plugin thing or an engine thing? Link to comment Share on other sites More sharing options...
kieranfoy Posted October 22, 2009 Share Posted October 22, 2009 Hmmm...what would you do in the case of a custom class? Perhaps instead, create a mod for each prestige class. What I'm really wondering right now is it possible to increase the skill level cap? Is that a plugin thing or an engine thing? Personally, I think your idea about seeking out the quest giver for each archtype's quest was a better idea. A bit more immersive, really, in that it allows you the freedom to kinda change yur characters life course and all. And, it's better if there's a choice for the player. Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 22, 2009 Share Posted October 22, 2009 I'd say that the big problem would be in trying to make these classes meaningful. Even from a level standpoint, there isn't much benefit to going beyond level 30 or 40 simply due to the fact that nothing new starts appearing, or leveled creatures end up having several hundred hitpoints. Past level 50, most vanilla equipment and spells end up being less and less effective. On the flipside, leveled NPCs become less and less capable at being able to survive against other leveled spawns, so some quests can end up being nearly impossible. From a skill standpoint, there isn't much benefit since all skills can be learned regardless of class, and the speed of increases is only based on specialization, where there really isn't much difference at higher levels. The effect of any of the skills does not change between the skill being a major skill or a minor skill. The only difference is that major skills count toward level, and count more toward a given stat increase. Even if that was your goal, it isn't all it's cracked up to be. You have to remember that in the process of getting a character to level 30 or 40, where they normally have all their major skills maxed, many minor skills end up being increased to reasonably high amounts. What this means is that even if you get some new major skills to work with and use toward levels, you'll only be getting about 10-14 more levels from those skills. From a stat standpoint, you also need to consider that values above 100 can lead to unwanted issues. In the case of personality, having values above 100 can actually lead to problems due to the disposition boost. This can cause you to get assault and crime warnings from attacking normally hostile things, or at the very least, make it incredibly difficult to make things attack you instead of your horse/companions/quest NPCs you're supposed to keep alive. In the case of strength, while it is nice to be able to carry more, you can end up having weapons that don't last as long as they should. In the case of speed, there are many times where moving lightning fast can be a bad thing, especially if you don't have a constant 30 fps. I would be tempted to say that the leveling mods that are already out there are more than good enough for providing some variety. If you really feel like changing class mid-way through, you can always open console and type "showclassmenu". About all that would be accomplished by having prestige classes like this would be in having some sort of quest that ends up giving you an item or some special spells. And in that case, you could have just asked for that. Link to comment Share on other sites More sharing options...
Recommended Posts