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<blockquote data-quote="MarkB" data-source="post: 6675023" data-attributes="member: 40176"><p>Yeah, there's nothing equivalent to specific class features in TES - even in Morrowind and Oblivion, classes were simply a way to codify which skills and stats you wanted to specialise in, and about 8 times out of 10 you were better off building a custom class than picking one of the defaults.</p><p></p><p></p><p></p><p>My abiding memory of Morrowind was the constant bouncing of the view during long travel. This wasn't due to excessive head-bob settings - it was due to the fact that I was hitting the Jump key every second step, because jumping trained Athletics and Athletics made you run faster.</p><p></p><p>The other issue with the system is that every skill point you earned contributed to your level, and monster toughness was tied to your level - so you could level up as the perfect social butterfly, skyrocketing your Speech and Bartering, maybe doing some Armoursmithing so you could make that nice badass-looking armour set, and some Lock-Picking so you can steal the materials you'll need to craft it, but because you were gaining levels without advancing your combat skills, you'd die to the first random bunch of critters you encountered outside town. It encourages combat specialisation over versatility. That can be compensated for somewhat in a tabletop game, but it could still be an issue.</p></blockquote><p></p>
[QUOTE="MarkB, post: 6675023, member: 40176"] Yeah, there's nothing equivalent to specific class features in TES - even in Morrowind and Oblivion, classes were simply a way to codify which skills and stats you wanted to specialise in, and about 8 times out of 10 you were better off building a custom class than picking one of the defaults. My abiding memory of Morrowind was the constant bouncing of the view during long travel. This wasn't due to excessive head-bob settings - it was due to the fact that I was hitting the Jump key every second step, because jumping trained Athletics and Athletics made you run faster. The other issue with the system is that every skill point you earned contributed to your level, and monster toughness was tied to your level - so you could level up as the perfect social butterfly, skyrocketing your Speech and Bartering, maybe doing some Armoursmithing so you could make that nice badass-looking armour set, and some Lock-Picking so you can steal the materials you'll need to craft it, but because you were gaining levels without advancing your combat skills, you'd die to the first random bunch of critters you encountered outside town. It encourages combat specialisation over versatility. That can be compensated for somewhat in a tabletop game, but it could still be an issue. [/QUOTE]
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