Skyrim: thoughts?

General questions, debates, and rants about RPGs

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AndreiChekov
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Post by AndreiChekov »

I don't understand where this comparing of nazis and thalmor come from.

Thalmor want to rule everything, they don't really talk about annihilation.

the other guys just want talos...

Neither side really says nazi.
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Post by name_here »

Actually, the Thalmor intend to kill Talos by suppressing his worship and therefore destroy the entire world.
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Post by Count Arioch the 28th »

Anyone still playing skyrim?

There's these two guys (MannyG and Murderwrath) that do hardcore skyrim mods. They're pretty good if you like difficult mods with lots of monsters and searching. Plus they make some very pretty areas with the assets.

http://www.nexusmods.com/skyrim/mods/16197/?

http://www.nexusmods.com/skyrim/mods/18772/?

http://www.nexusmods.com/skyrim/mods/16256/?
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Post by Stinktopus »

AndreiChekov wrote:I don't understand where this comparing of nazis and thalmor come from.

Thalmor want to rule everything, they don't really talk about annihilation.

the other guys just want talos...

Neither side really says nazi.
The Thalmor want to bring on a glorious future through genocide, while the Stormcloaks want a racially pure Skyrim.

Also, Alduin could be considered the Thalmor's Death Star. A reality eating dragon who goes to Sovengarde to feed on Lorkhan's eternal worshippers appearing in conjunction with the Thalmor's successful attempts to disrupt Mundus?
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Post by Solmyr »

darkmaster wrote:You know, it's always baffled me that the elder scrolls games can have you literally killing god and you still don't feel important. No body respects you, you never have any lasting effect on the world, sure you can become the leader of every guild and therefore should logically be able to basically run the province, but you can't ever do anything with that.
https://imgur.com/gallery/6Zl7k
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Post by Maxus »

One reason I liked the vampires. They actually gave a bit of respect.

But yeah, Bethesda is spending all this damn money, they could have had the voice actors make a few different lines.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

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Post by darkmaster »

Solmyr wrote:
darkmaster wrote:You know, it's always baffled me that the elder scrolls games can have you literally killing god and you still don't feel important. No body respects you, you never have any lasting effect on the world, sure you can become the leader of every guild and therefore should logically be able to basically run the province, but you can't ever do anything with that.
https://imgur.com/gallery/6Zl7k

While that is hilarious, I already said mods don't count because if you require your user base to fix the problems with your game you have designed your game shitty. Besides, that doesn't actually change the AI applicably, just alter the position of the character. They still say the same things and show no respect you can never gain any acclaim or repute, and I'm pretty sure the mod does nothing to change the fact that an NPC can be marked as both friendly and unfriendly toward you at the same time.
Stinktopus wrote:and corruptions (fairly open Thieves' Guilds getting a nod and a wink from the authorities).


I actually wanted to talk about this too, the Thieves' guilds of Tamriel is actually a net positive over all, like, in the real world the actual thought process behind not cracking down on the mafia is that the mob helps reduce crimes like murder by keeping the criminal element under their thumb and while the truth of this is debatable and whether or not the mob's influence outweighs the crimes the various mafias carry out is equally so, the thieves' guild actually probably is. They'll break your knees for operating in one of their cities without their say so and giving them their cut, they don't tolerate murder on the job, they aren't involved in crimes more serious than racketeering or extortion. Hell if any guild is a problem it's the assassin's guild but you could make an argument about their importance to society.

I've always kind of liked the thought that the cannon choices are to help the storm cloaks to win independence for Skyrim and go through the Dark Brotherhood quest line in favor of the brotherhood, then Paarthurnax and the Night Mother, who are obviously in cahoots, send you to Cyrodill and the Dragon Born initiates a restructuring of the empire, wipes out the storm cloaks, uses his connections as the head of the guilds to crush dissent and bitterness toward the new emperor and and rally the empire to ultimately destroy the Aldmari Dominion. It's pretty much the only series of events that feels fulfilling.
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Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.

If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
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Post by NineInchNall »

Other choice mods off my list:
  • Apachii Skyhair
  • Arise - Chapter 1
  • Buffed Useless Enchantments
  • Catwalk Fix
  • Cloaks of Skyrim
  • Closer Quivers and Longer Arrows
  • Correct Gender Animations
  • Dead Body Collision Fix
  • Dragon Combat Overhaul
  • Dungeon Quest Awareness
  • Enhanced Lights and FX
  • Even Better Quest Objectives
  • Extensible Follower Framework
  • Guard Dialogue Overhaul
  • Immersive Patrols
  • Moonpath to Elsweyr
  • Morrowloot - Nwah Edition
  • Natural Talents v2
  • Non-Essential Children
  • Perfect Legionnaire
  • PsychoSteves DragonPriest Masks
  • RaceMenu
  • Realistic Crime Radius
  • Realistic Ragdolls and Force
  • Run for Your Lives
  • Sexy [Boats|Riften|Solitude|Villages|Whiterun|Windhelm|Winterhold]
  • Tartan Stormcloaks Plus
  • The Dance of Death
  • Wet and Cold
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Post by Prak »

So, I've noticed that there seems to be some difficulty in getting my game to recognise both steam workshop mods and NMM mods at the same time. How does one rectify this?
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Post by NineInchNall »

That's probably due to load orders being overwritten by the skyrim launcher. Most people playing the game end up avoiding the launcher in most circumstances, since it tends to mess with all sorts of settings we'd prefer to have direct control over. Lesson: don't use the skyrim launcher.

Instead, use NMM to start the game, or put a shortcut to the actual game executable on your desktop [or wherever]. Either way, once you've used the launcher to download all the workshop mods, use NMM to make sure all the appropriate plugins are checked.
Last edited by NineInchNall on Tue Jun 24, 2014 4:33 pm, edited 1 time in total.
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Post by Darth Rabbitt »

Also, I think that the Unofficial Skyrim Patch (or something similar) and some mod that fixes leveled items are pretty much necessary.

Some other fun mods:
Bandolier-Bags and Pouches (Constructible pouches that give craploads of extra carrying capacity, which makes for less need to run to town to stash/sell shit in the middle of a quest)
Heavy Armory (adds clubs, halberds, hatchets, mauls, shortspears, shortswords, longspears, glaives, and quarterstaves)
Pit Fighter (Adds faction that basically works like the Arena faction in Oblivion. Also adds a couple of new weapons and armor and some really strong opponents to fight.)
Throwing Weapons Redux (adds throwing knives, axes, javelins, and alchemical grenades)

And, for the Lawful Good types, Destroy the Thieves Guild (exactly what the name suggests).

EDIT: also, it just struck me. Shouldn't this thread be in the Video Games subforum?
Last edited by Darth Rabbitt on Tue Jun 24, 2014 5:50 pm, edited 1 time in total.
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Post by fectin »

Also: run BOSS.
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Post by Aryxbez »

Kaelik wrote:1) It meant it was harder to assemble a set of gear. But since in Skyrim you can just craft your own, that wouldn't have mattered anyway.
I don't see anything in the video that indicates it was referring to acquiring a matching set, nor crafting in that quote. In the video, it seems to have the Inventory screen up for the purpose of showing all the armor slots in Morrowind. Albeit it does have a Daedric sword/shield, and Ebony for the rest, that looks more like coincidence than the main subject of what the narrator is referring.
3) Of all the things that saw the absolute least change between Oblivion and Skyrim I would think Alchemy would be the one to name. I have no idea what the massive upheavel is, but I admit that I only used Alchemy for making money in both Skyrim and Oblivion (as opposed to Morrowind, where it could be used for real ultimate power).
It's referring to changes in Morrowind to Skyrim, and how Skyrim has things it dubbed down. It looks like you have a decent idea, as it seems the "upheavel" likely refers to how it became less intricate, and isn't really used for "ultimate power" as it was in Morrowind apparently. Though in Skyrim, its retained that term in the sense that it's the ingredient to creating RNG breaking swag.
4 and 7) The problem isn't so much the removal/changes itself, so much as the removal of attributes and acrobatics/athletics de facto removes spells that modify those values. So no more Jump good spells. And anyone who ever used Icarian Flight knows what a loss that is.
At the time, having learned about this, I find it one of the most amazing things I've ever seen, and encourage others to see it. What would you suggest future installments do far as attributes go? Otherwise, they could always just put those "specific" abilities back into the game, modifying the default values not based on a skill (take default jump or climb value, and gets multiplied by whatevs).
Darth Rabbitt wrote:EDIT: also, it just struck me. Shouldn't this thread be in the Video Games subforum?
It helps the initial intent seemed to be talking about its designs. Similar with me how I started a discussion abit ago on notion of E.S design "dubbing down" according to a points made in a video. On an unrelated note, that image is simply wonderful, do keep it on for awhile (least till any E.S. discussion completely dies out).
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Post by Kaelik »

Aryxbez wrote:I don't see anything in the video that indicates it was referring to acquiring a matching set, nor crafting in that quote. In the video, it seems to have the Inventory screen up for the purpose of showing all the armor slots in Morrowind. Albeit it does have a Daedric sword/shield, and Ebony for the rest, that looks more like coincidence than the main subject of what the narrator is referring.
It was referring to the different item slots. The only difference that item slots create is that it takes more work to assemble a full set, and that you can enchant more different things. Those are literally the only two differences that exist.

Because when you have fewer pieces that give more armor, you have otherwise the same damn thing. And since Skyrim let's you double enchant shit, I'm not even sure the more enchants is even relative. Although, Morrowind definitely had more enchants possible, because all your armor and clothes could be worn at the same time.
It's referring to changes in Morrowind to Skyrim, and how Skyrim has things it dubbed down.
Okay... but here is the thing. Let's say the NFL exists from 1940 to 1960. And in 1950 they do a complete revamp of the rules. And then in 1960 they tweak one tiny little rule. Does it make sense to whine about how the 1960 rule completely changed football because it is now different than 1940?

Of course not. And that is the issue. It makes absolutely no sense to talk about how skyrim changed alchemy when Skyrim literally used the same alchemy system as Oblivion, which came out ten years earlier. Like, any complaining about alchemy changes is 10 years too late and directed at the wrong target.
What would you suggest future installments do far as attributes go? Otherwise, they could always just put those "specific" abilities back into the game, modifying the default values not based on a skill (take default jump or climb value, and gets multiplied by whatevs).
I would just have all the old attributes and skills, let spells modify them, and change the character leveling system to be that increasing a Str skill of any kind 3 points increases Str by one, or whatever numbers work out.

Since there are mods that do exactly that for Morrowind, I have no idea why this was too complex a fix for Bethesda to ever figure out.
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Post by hyzmarca »

Kaelik wrote:
Aryxbez wrote:I don't see anything in the video that indicates it was referring to acquiring a matching set, nor crafting in that quote. In the video, it seems to have the Inventory screen up for the purpose of showing all the armor slots in Morrowind. Albeit it does have a Daedric sword/shield, and Ebony for the rest, that looks more like coincidence than the main subject of what the narrator is referring.
It was referring to the different item slots. The only difference that item slots create is that it takes more work to assemble a full set, and that you can enchant more different things. Those are literally the only two differences that exist.
There's also the ability to mix and match armor pieces, further customizing your character's appearance.

I know that I rarely ran around in full sets in Morrowind. Actually, I'd often have my character run around in Daedric pauldrons but otherwise topless. Or I'd use glass Pauldrons with a Daedris Cuirass.

In a game like Morrowind, your character's appearance is much more important than his stats. Same with Skyrim and Oblivion.
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Post by Prak »

Darth Rabbitt wrote:EDIT: also, it just struck me. Shouldn't this thread be in the Video Games subforum?
Yes, but JE put it here (I don't recall whether we had a video game forum at that point), and I prefer to threadnecro rather than make a new thread for an old topic.

However, I do have a topical question that should be in this forum. I posted in Annoying Questions, but might as well ask here too.

I brought up the idea of doing an Elder Scrolls tabletop game with my group tonight, and was wondering if people knew of a decent tabletop system for Tamriel.

Also, we can laugh at the bad ones:

--First, a general point: hobbyists are terrible at laying out an RPG. I'm personally of the opinion that your basic resolution mechanic should be as close to the cover as possible. Hell, I wouldn't be turned off by a game that had "Resolution mechanic: [insert here]" literally on the cover, like along the bottom. If it's not at least before character creation, well...

Image
  • The Elder Scrolls Tabletop RPG by some guy: Skill based, skills gain xp through use--which can only be in Encounters--and each use gives a tally mark. At the end of the encounter, gain (tally)d6 xp in that skill. When your skill levels, you gain (new level-1) character xp for increasing your character level. There are literally 60 character levels with an xp progression that feels ripped from the actual game. Basically some guy took Skyrim's computer aided system and said "this should be fine at the table"
  • The Elder Scrolls Tabletop Role-playing by some guys with Daedra screen names: it's a skill based d12 dicepool roll under system. Yes, seriously. When you use a skill, add your skill rating to your luck attribute to get a TN, then roll d12s=relevant attribute. TN and less are successes. Has "merit points" earned by filling a seat, amusing the gmroleplaying, and surviving a railroad to the hall of the dead hard session. Skills level by using five times and spending mp=new skill value. Increase level by spending 5mp whenever your level up bar has been filled by using major (3 checks) and minor (1 checks) skills. Again, they basically hacked the system out of Skyrim and served it on a platter still twitching.
  • Elder Scrolls Tabletop: an Unofficial SPECIAL (oh, I believe it) RPG by DonZabu: This one has seven attributes (Str, Perception, Endurance, Cha, Int, Agility and Luck), and every skill has a base rating equal to some of those numbers being added together. Every skill has four addends, which are usually two or three attributes. So Destruction's base is "Str+Int+Int+Int." No skill uses more than three attributes, so this expression is kind of dumb.
I understand the urge to use a skill based, skill-leveling system, but... wow, those are bad.

This one isn't terrible. It's just a d% system, which has it's attendant problems. Advancement at least isn't horribly tedious. Combat looks overly convoluted, though.
Last edited by Prak on Thu Jul 10, 2014 9:48 am, edited 1 time in total.
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Post by Darth Rabbitt »

Tome E6 works decently for an Elder Scrolls TTRPG if you write up races for it (the different flavors of elves can just have serial numbers filed off and work, but Orcs and the beast races, at the very least, can't really.) I actually ran an Elder Scrolls game a while back (it was a disaster, but that was a problem with campaign structure, not the actual ruleset).

If you're interested I can post what stuff I wrote for it up later on. Feel free to tear it a new one as much as you want.
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Post by Stinktopus »

GURPS would probably handle Elder Scrolls pretty well, since you have a core of character attributes but most of your advancement will be in skill ranks. You could even hack in a system where character attributes get bonus advancements if you increase relevant skills enough.

The basic combat system leaves out called shots, which would not be appropriate for Elder Scrolls. But, you do get knockdown/stagger from powerful hits, which fits TES like a glove. You even get the old school "different damage on a stab or slash" like Morrowind/older TES games.

GURPS also has armor as damage reduction, which fits TES.
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Post by momothefiddler »

Stinktopus wrote:GURPS would probably handle Elder Scrolls pretty well, since you have a core of character attributes but most of your advancement will be in skill ranks. You could even hack in a system where character attributes get bonus advancements if you increase relevant skills enough.
Hell, just grant limited rebuilding: every time you can gain at least 20 points by lowering all your DX skills by one, you can do that and use the points to raise your DX by 1 to compensate, and the same basic thing with other stats. It's not a terrible way to keep some advancement balance even normally, and it matches the skill->stat advancement that Oblivion does. (I don't remember Morrowind's stat system and Skyrim didn't have any).
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Post by Judging__Eagle »

I posted this before the digital games sub-forum was created. More than a year or so.

I really haven't touched my Skyrim game since my lasts posts in this thread; and have gone through a computer surgery; which may have left the save files in limbo. Not a big deal anyway.

Making a digital engine into an analogue one is generally going to give terrible results.

In one session our group had broken the game via Tinkering together a flying gunship with enough turret for the entire team to use. Being able to make sentient henchmen seemed like a good next step towards defeating the Alliance; our whole group happened to be Hordies (+a goblin; which are now Hordies anyway).
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Post by Kaelik »

Yeah, you really have to focus on what sort of experience you get from ES, and therefore how to duplicate that experience, and not at all how to duplicate the mechanics of ES, which is the problem of all those example systems, and also a lot of the dumb ideas so far in this thread.

Honestly, you could probably set up a non random resolution system based on abilities. You'd have to write up all the stats and skills in a way that is compatible with that, and give people lots of abilities to choose from on a round for round basis so they don't feel like shit for just saying "I apply my damage to X" But there is very little in ES that is actually fishing the RNG aside from item acquisition.
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Post by Stinktopus »

Kaelik wrote:Yeah, you really have to focus on what sort of experience you get from ES, and therefore how to duplicate that experience,
There's a potential divergence of expectation here. "I apply my damage to X" with no rolls is potentially a system that will capture the feel of Oblivion/Skyrim, but someone might want something more akin to Arena/Daggerfall/Morrowind, where you have a chance of missing your sword swings and failing to cast spells.

Now, I'm not proposing a number-for-number translation of any TES game, if for no other reason than not many people seem to really like percentile systems. But I don't think that a non-random system is going to appeal to many players of the series.
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Post by Aryxbez »

Prak Anima wrote:I brought up the idea of doing an Elder Scrolls tabletop game with my group tonight, and was wondering if people knew of a decent tabletop system for Tamriel.
Darth Rabbitt wrote: I actually ran an Elder Scrolls game a while back (it was a disaster, but that was a problem with campaign structure, not the actual ruleset).

If you're interested I can post what stuff I wrote for it up later on. Feel free to tear it a new one as much as you want.
I'm actually currently running an Elder Scrolls Campaign, First/Main Adventure taking place in the ancient land of the Redguard: Yokuda (So yes, Elder Scrolls: Yokuda, is what I call it). I'm currently using 3.X D&D with [Tome] Material, albeit limited the classes to Rogue-level state of balance. Since my last D&D campaign on Wizard-level fell through, figured would be a good test for me. Plus, I can then add on more junk to the characters without fearing I may break things too quickly. It'll run from 5th-10th level is my intent, and each PC gets a story quest, and an Artifact (at least) plus godhood related stuff.

Though I'm using material generously donated via Darth Rabbitt (If he doesn't mind me sharing), I do have some houserules I used, albeit not particularly E.S-y, but if ye wanted to see em, I can toss em at ya for what they're worth (read: not much). Whenever my campaign is finished, I did plot to basically post it for all to share.

Check out Darth Rabbitt's campaign thread, it's got some Gems.

Here are the Races by the way:
(NOTE: yes, they lack attribute changes, as my campaign did away with that for races, and just gave straight +2 to one, so pick whatever method works for your game best +2 a stat, -2, or whatever)
9.) Following are the Racial statblocks for E.S. setting: (NOTE: Author does have more, but they're still under construction I think, I'll leave that to him to post).

The DC's for the racial abilities are 11+Character level, unless otherwise noted.

Beast:

Argonian
Medium Humanoid (aquatic, reptilian)
Move 30’, swim 30’ (and therefore +8 to Swim checks if it ever matters)
Water breathing (ex)
+1 natural armor bonus
2 claw attacks (1d4 each)
+4 on Climb and Jump checks.
+4 on saving throws vs. diseases.
Immunity to poisons of all types.
Automatic proficiency with the glaive, halberd, ranseur, and guisarme.
Automatic Languages: Common and Argonian. Bonus Languages: Any, other than secret languages

Khajiit
Medium Humanoid (Khajiit)
Move 30’
Darkvision 60’
+4 Balance, Jump, and Tumble
+2 Hide, Move Silently, and Sleight of Hand
2 claw attacks (1d4 each)
Eye of Fear (Sp): cause fear as a spell-like ability 1/day, caster level equal to character level
Automatic proficiency with the short sword, shortbow, longbow, and kukri
Automatic Languages: Common and Khajiit. Bonus Languages: Any, other than secret languages.

Man: As Human, but,spend Human bonus feat on being specific kind. The Preferred Skills ones that race usually favors, and choose one to get a +2 racial bonus to.

[Human] Feats
Breton
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain the [Elf] subtype, Spell Resistance equal to 5 + character level, and may cast barkskin 1/day as a spell-like ability, with a caster level equal to your character level.
Preferred Skills: Craft (alchemy,) Knowledge (arcana), Spellcraft
Imperial
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain proficiency with the longsword and warhammer, and may cast charm person as a spell-like ability, with a caster level equal to your character level.
Star of the West (Sp): 1/day,May make a melee touch attack that fatigues the target on a hit. If the target was already fatigued, they are exhausted instead. If already exhausted, they take nonlethal damage equal to the Imperial's character level. If the Imperial is exhausted at the point of making this attack, she is now fatigued instead; if fatigued, she is no longer fatigued. If the Imperial is neither fatigued nor exhausted, she may restore an amount of nonlethal damage equal to character level. This ability is equal to a 1st-level spell with a caster level equal to the Imperial's character level.
Preferred Skills: Bluff, Diplomacy, Intimidate
Nord
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain immunity to cold damage. You also gain automatic proficiency with the halberd, greataxe and greatsword, and the Thunder Fist ability:
Thunder Fist (Sp): Once per day, a Nord may make a touch attack to deal 1d8 points of cold damage. This is equivalent to a 0th-level spell, and has a caster level equal to the Nord's character level.
Preferred Skills: Craft (armorsmithing), Craft (weaposmithing), Survival
Redguard
Prerequisite: Human, 1st level, no other [Human] feats
Benefits: You gain a +4 racial bonus on saves against poison and disease, proficiency with the falchion, scimitar, and rapier, and adrenaline rush (as UA's Whirling Frenzy rage variant) 1/day.
Preferred Skills: Climb, Jump, Swim (Athletics), Acrobatics, Survival
http://www.dandwiki.com/wiki/UA:Rage_Va ... ing_Frenzy

Mer:

Altmer (High Elf)
Medium Humanoid (Elf)
An Altmer’s base land speed is 30 feet.
+4 racial bonus on saving throws against disease.
+2 racial bonus on Craft (alchemy,) Knowledge (arcana,) Spellcraft, and Use Magic Device checks, in addition to any Craft or Appraise checks involving magic items.
Immunity to paralysis effects.
[The Altmer had some save penalties vs. spells here, but they seem too weak if they have it.]
Highborn (Sp): Once per day, as a standard action, an Altmer can regain one use of a spell or spell-like ability used up to one round ago granted by class features that he or she possesses. [this ability is weird, and I'm not sure how I feel about it. But bonus spells are too crazy good, so Skyrim's version of the ability makes the most sense here.]
Automatic Languages: Common, Elven.

Bosmer (Wood Elf)
Medium Humanoid (Elf)
A Bosmer’s base land speed is 40 feet.
Weapon Proficiency: Bosmer are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow.
+4 racial bonus on saving throws against disease and poison.
+2 racial bonus on Craft (alchemy,) Hide, Move Silently, and Sleight of Hand checks.
Beast Tongue (Sp): Charm animal 1/day. Caster level equal to character level. Save DC is equal to 11 + character level.
Automatic Languages: Common, Elven.

Dunmer (Dark Elf)
Medium Humanoid (Elf)
A Dunmer’s base land speed is 40 feet.
Weapon Proficiency: Dunmer are automatically proficient with the longsword, shortsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
Resistance to fire 10.
+2 racial bonus on Climb and Swim checks.
Ancestor Guardian (Sp): Every Dunmer is watched over by the spirits of their ancestors, and has some ability to call upon their powers when needed. Every Dunmer has one spell that can be used once per day as a spell-like ability with caster level equal to character level. This spell is chosen at 1st level and cannot be changed. Any 1st level Conjuration or Abjuration spell from the Sorcerer/Wizard list is fair game, and the save DC (if any) is equal to 11 + character level.
Automatic Languages: Common, Elven

Orismer
Medium Humanoid (Elf)
Move 20' but move normally in medium or heavy armor or while carrying a medium or heavy load.
Spell resistance 5 + character level.
+2 on Craft and Appraise regarding weapons or armor.
Automatic proficiency with hand axe, battle axe, and great axe.
Familiarity with the dwarven urgrosh and war axe and the orc double axe.
Berserk (Ex): Rage as a PHB barbarian 1/day, only not fatigued afterwards.
Automatic Languages: Common and Orc. Bonus Languages: Any, other than secret languages

Other Races:
Many other types of races in the setting I'm open to see play. So don't let these statblocks discourage you from playing races Not in the main roster!
http://www.uesp.net/wiki/Lore:Races


Aedra
As Aasimar
http://dungeons.wikia.com/wiki/Races_of ... es#Aasimar

Tsaseci
Medium Humanoid [Reptilian]
Speed: 30'
Reach: 5'
Low-light Vision
Scales (Ex): the Tsaesci's scales grant a +1 Natural Armor bonus to AC and a +4 Racial bonus to Swim and Climb checks.
Bite (Ex): the Tsaesci gains a Bite attack that deals 1d6+1.5x Str modifier if the bite is used as a primary weapon, which is reduced to +.5x Str modifier if it is used as a secondary attack.
Improved Grab (Ex):A Tcaesci must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.
Blood Drain (Ex): The character can drain blood from a helpless or willing victim, inflicting 2 points of Constitution Damage per round. The character heals 5 points for each point of Constitution damage in this way, and consuming 4 points of Constitution from intelligent creatures is considered enough "food" for one day.

Alternate Strains: the Tsaesci may elect, at creation, to have one of the following adjustments:

Tsaesci Pure Blood: the Pure Blood gains a +10 Racial bonus to Disguise Checks made to appear as "a human" (not a specific one), and loses the Improved Grab and Bite attack. They retain the Scales and Blood Drain. Additionally, they may cast Charm Person once per day as a spell-like ability (DC 11+character level).
Tsaesci Abomination: the Abomination is reduced to 20' speed, but gains a Swim speed of 30' (and the appropriate bonuses) and sees their natural armor bonus improve to +2. Additionally, if they succeed on their Improved Grab they gain a 1d6+ 1.5x Str modifier Constrict attack.

Half-Blood =body of a man, head of a snake
Pure-Blood = Humanoid with a repitilian appearance.
Abomination = lower body of a snake, upper body of man, may also have the head of a snake.

Daedric Races:

Many lesser Daedra are perfectly suitable for player characters, although they are not likely to be looked well upon by mortals in Tamriel. It is rare for Daedra to be seen on Nirn, but you’re a player character and are supposed to be an unusual and legendary hero (or villain) anyways.

The [Daedra] Subtype:
Daedra are usually Outsiders or Elementals, but some (such as Dremora) are Humanoids.
Any creature with the [Daedra] subtype, unless noted otherwise, is subject to any effects that target outsiders, regardless of their actual creature type.
All Daedra are native to a plane of Oblivion and are [Extraplanar] when not on this home plane.
Daedra eat, breathe, and sleep, but do not age.
Daedra possess a special type of soul called an Animus, which has a number of special effects:
Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a Daedra’s Animus. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. Revive Outsider (from Manual of the Planes) also works.
(Usually, at the DM’s discretion this might take longer or shorter) 1d10 days after their apparent death a Daedra reappears on their home plane of Oblivion, as if it had been true resurrected.
If killed on their home plane, a Daedra’s Animus is destroyed, with only a wish or miracleable to restore life.

Aureal (Golden Saint)
Medium Humanoid (Daedra)
Base speed 30 ft.
Can move normally while wearing medium or heavy armor, or carrying a medium or heavy load.
Weapon Proficiency: Golden Saints are automatically proficient with the longsword, battleaxe, and warhammer.
SR 5 + level.
Disintegrate Weapons (Sp): Once per day, a Golden Saint can make a touch attack against an opponent, causing its gear to corrode, warp, and crack. Any weapons, armor, and shields carried by a creature struck are weakened by this effect. The bonus to AC provided by an armor or shield drops by 2, to a minimum of 0. Weapons suffer a –2 penalty on attacks and damage, with a maximum penalty of –6. Magic armor and weapons, and other magic items, are allowed a Reflex save (DC 11 + Golden Saint’s character level) to avoid this effect. This ability is equivalent to a 1st-level spell.
Automatic Languages: Common and Daedric.

Kyn (Dremora)
Medium Humanoid (Daedra)
Base speed 30 ft.
Can move normally while wearing medium or heavy armor, or carrying a medium or heavy load.
Weapon Proficiency: Dremora are automatically proficient with the greatsword and greataxe.
Resistance to fire 5.
SR 5 + level.
Second Barrier (Sp): shield 1/day as a spell-like ability. Caster level equal to character level.
Automatic Languages: Common and Daedric.

Mazkhen (Dark Seducer)
Medium Humanoid (Daedra)
Base speed 40 ft.
Weapon Proficiency: Dark Seducers are automatically proficient with the shortsword, longbow, composite longbow, shortbow, and composite shortbow.
SR 5 + level.
Absorb Health (Sp): Once per day a Dark Seducer may make a melee touch attack. If this attack hits, it deals 1 point of untyped damage per character level of the Dark Seducer, and the Dark Seducer heals this amount. If the Dark Seducer is at full HP, or would be brought to full HP, any excess are gained as temporary hit points that remain for 1 hour. The Dark Seducer can’t gain more HP than the target has. This ability is equivalent to a 1st-level spell.
Automatic Languages: Common and Daedric.

Various list of E.S. things
Armor List:
here are analogues of the more exotic Elder Scrolls Armors to Tome Armors (plus some obvious ones too)
"E.S type = [Tome] statblock equivalent"

Iron = Half Plate
Steel = Full Plate
Fur = Padded Armor, or Winter Clothes
Light Legion Armor = Studded Leather,
Heavy Legion Armor = Hoplite
The Obvious: Leather, Hide, chainmail, Scaled-mail armors go by the same name.

Glass Armor = Mithril Shirt ,
Indoril/Elven Armor = Mithril Suit
Orcish armor = Adamantine Breastplate
Ebony Armor = Adamantine Carapace

Shrouded/Dark Brotherhood Armor = Brigandine,
Stalhrim Armor = Rime Hauberk,
Dreugh = Lobster Mail
Bonemold = Bone Armor,
Dragonscale = Dragonscale Shirt,
Dragonplate = Dragonscale Suit.
Daedric = Demon Armor,
Dwemer = **Mechanus Armor??

**Since it means Dwemer is better than Daedric, and both are better than Dragon Armors, the numbers 'may' need adjustment.

Weapon List:
Daedric weapons = Boneblades from Tome of Necromancy (without the limit to light piercing or slashing type weapons)
Ebony = As Adamantine
Elven = As Mithril
Nordic (Skyforge) Steel = As Cold Iron, but no increased cost to enchant.
Silver = As Alchemical Silver but no Damage Penalty

http://www.d20srd.org/srd/specialMaterials.htm = find out details for Adamantine & such.

Languages in Elder Scrolls:
Tamrielic (Man,Common)
Bosmeris (Bosmer/Wood Elves)
Dunmeris (Dark Elves)
Orcish (Orsimer)
Jel (Argonians)
Sload
Ta'agra (Khajit)
-Rare Languages:
Akaviri?
Ayleidic*
Draconic
Dwemeris* (Dwarves)
Kothringi*
Falmeris
Nordic
Yoku*
*=Dead Language

I realize the "Mer" languages are normally smashed into Elven in D&D, but yeah.
Last edited by Aryxbez on Thu Jul 10, 2014 8:17 pm, edited 3 times in total.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Stinktopus
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Post by Stinktopus »

Aryxbez,

Is the Nord Thunderfist supposed to scale in damage?
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Desdan_Mervolam
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Posts: 985
Joined: Fri Mar 07, 2008 7:54 pm

Post by Desdan_Mervolam »

Judging__Eagle wrote:I really haven't touched my Skyrim game since my lasts posts in this thread; and have gone through a computer surgery; which may have left the save files in limbo. Not a big deal anyway.
I found out after replacing my computer that Steam saves Elder Scrolls games save data in the cloud. So, if you got them through Steam, you're good.

Weirdly, saves for Bethesda Fallout games are NOT saved to the cloud.
Don't bother trying to impress gamers. They're too busy trying to impress you to care.
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