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<blockquote data-quote="GMMichael" data-source="post: 6663026" data-attributes="member: 6685730"><p>Just started playing Oblivion again, but this time I have the two expansions to look forward to. I really wouldn't want to recreate the persuasion game for a TRPG - it's pretty cheesy. I'm not sure if they did this in Skyrim, but gaining favor with someone should be based on which of your multiple choice responses you choose, not how big of a slice you pick on a dial.</p><p></p><p>Degrading weapons, after watching the Albion Online video, is a really good idea. It's a pain in Oblivion though; after one or two fights with BBEG daedra, all of your equipment is at 10% and you wonder why you can't do damage or absorb damage. I think it makes great sense though for weapons and armor to occasionally break, because this adds value to a sidearm, sometimes makes dropped or old weapons attractive, and makes arms merchant a career with potential.</p><p></p><p></p><p>Criticals - yup. I was just eyeballing a backstabbing perk that could be amplified when using daggers or knives only, like the assassin's blade perk from Skyrim.</p><p></p><p>Skill improvement - both Oblivion and Skyrim seem to progress skill separately from levels. Oblivion focuses on class skills, while Skyrim treats all skills the same. I think this is easier to model than tracking successes, because I wouldn't want to have a Skill Sheet with room for a tally behind each skill for each time I succeed with that skill. I've thought that awarding skill after a game session, if the character showed progress, would be easier, although I really like the idea of a Skill Progress die that you get to roll in certain situations when there's a chance that your skill might improve.</p><p></p><p>Wards are like shields...</p><p></p><p>Oblivion and Skyrim also give you a choice: block or attack. I'm not sure why this isn't a common feature in TRPGs. It's a very economical choice, and pretty realistic. Is it not fun enough? Anyway, I would definitely put active defense in an Elder Scrolls campaign.</p><p></p><p></p><p>It would be easy enough to create a Mad-Libs, or OGRE generator, for random side quests. They're not that complex. And winging it would be a pretty important part of that. Hard to do if you're playing a crunchy game, but I bet lighter games could make that sort of thing pretty easy.</p><p></p><p>House-building: I clearly remember moving into the Haunted House in Oblivion. And the place cleaned up pretty nicely. As a player, I would appreciate my own RPG house more if I had an actual map of it for reference. This would be a very visual thing for me. But...is it an essential Elder Scrolls feature?</p><p></p><p>I wouldn't necessarily call Elder Scrolls characters generalists, but they definitely have the ability to do ANYTHING. How well they do anything, that's up to the player. If you spend time doing everything, then sure, you're a generalist. The point is, what, all characters are allowed to cast spells if they want?</p><p></p><p>I like the themes idea for locations, but I think that applies to RPGs in general.</p><p></p><p></p><p>Star Wars revolved heavily around Luke. Did that make Chewy, Han, or Leia less important? Or R2...</p><p></p><p>Plotlines for characters: that's downright genius. +1.</p><p></p><p>Do the plotlines need to persist, and exist independently? That IS an Elder Scrolls feature, but only to the extent that your GM must be a CPU. Playing an Elder Scrolls RPG should be able to improve on this, no?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6663026, member: 6685730"] Just started playing Oblivion again, but this time I have the two expansions to look forward to. I really wouldn't want to recreate the persuasion game for a TRPG - it's pretty cheesy. I'm not sure if they did this in Skyrim, but gaining favor with someone should be based on which of your multiple choice responses you choose, not how big of a slice you pick on a dial. Degrading weapons, after watching the Albion Online video, is a really good idea. It's a pain in Oblivion though; after one or two fights with BBEG daedra, all of your equipment is at 10% and you wonder why you can't do damage or absorb damage. I think it makes great sense though for weapons and armor to occasionally break, because this adds value to a sidearm, sometimes makes dropped or old weapons attractive, and makes arms merchant a career with potential. Criticals - yup. I was just eyeballing a backstabbing perk that could be amplified when using daggers or knives only, like the assassin's blade perk from Skyrim. Skill improvement - both Oblivion and Skyrim seem to progress skill separately from levels. Oblivion focuses on class skills, while Skyrim treats all skills the same. I think this is easier to model than tracking successes, because I wouldn't want to have a Skill Sheet with room for a tally behind each skill for each time I succeed with that skill. I've thought that awarding skill after a game session, if the character showed progress, would be easier, although I really like the idea of a Skill Progress die that you get to roll in certain situations when there's a chance that your skill might improve. Wards are like shields... Oblivion and Skyrim also give you a choice: block or attack. I'm not sure why this isn't a common feature in TRPGs. It's a very economical choice, and pretty realistic. Is it not fun enough? Anyway, I would definitely put active defense in an Elder Scrolls campaign. It would be easy enough to create a Mad-Libs, or OGRE generator, for random side quests. They're not that complex. And winging it would be a pretty important part of that. Hard to do if you're playing a crunchy game, but I bet lighter games could make that sort of thing pretty easy. House-building: I clearly remember moving into the Haunted House in Oblivion. And the place cleaned up pretty nicely. As a player, I would appreciate my own RPG house more if I had an actual map of it for reference. This would be a very visual thing for me. But...is it an essential Elder Scrolls feature? I wouldn't necessarily call Elder Scrolls characters generalists, but they definitely have the ability to do ANYTHING. How well they do anything, that's up to the player. If you spend time doing everything, then sure, you're a generalist. The point is, what, all characters are allowed to cast spells if they want? I like the themes idea for locations, but I think that applies to RPGs in general. Star Wars revolved heavily around Luke. Did that make Chewy, Han, or Leia less important? Or R2... Plotlines for characters: that's downright genius. +1. Do the plotlines need to persist, and exist independently? That IS an Elder Scrolls feature, but only to the extent that your GM must be a CPU. Playing an Elder Scrolls RPG should be able to improve on this, no? [/QUOTE]
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