Jump to content

Recommended Posts

Hi.

Since the beggining of my modding I was trying to replicate the playstyle of a weak girl in Skyrim. One that can TRY to fight and TRY to get by, but ultimately is limited by her own body. One that would need to use companions and escort to move from town to town, one that could get rich only by trading, marriage, stealing or prostitution. One that cannot use many armors and weapons, only those light and small ones.

I need mods that would restrict power of my character and emulate the limitation of such a weak girl. Currently, balancing this is a nightmare. Trading and diplomacy are very limited, and my power level rises above anything acceptable after, say, level 15. 

 

I use Sex lab framework, SD, cursed loot and many more loverslab inventions, and to restrict difficulty i use dynamic difficulty, but I still lack something.

 

Can you help me build a modlist to create such a playstyle?

 

I attach my load order below, a bit messy but works.

lnstall Requiem. Literally even mudcrabs will fuck you up

Link to comment

What i always wanted was a mod that makes enemies not aggressive on sight and lets them talk first.

Yes, that's how the game should work by default actually, but I guess Bethesda will never do that, as they always seem to focus on killing stuff in their games. Doing that with mods using factions would also be problematic I'd assume, as most "enemies" in the game (bandits and such) are in generic factions instead of individual group & location based factions. Changing the player's relationship with one generic bandit group would affect all the other generic bandit groups, which would be rather unrealistic and trying to keep track of cell & faction pairs would be too resource heavy. Can't think of any other way to do that other than temporarily "pacifying" hostile enemies with a cloak spell of some sort, which wouldn't be ideal.

 

Skyrim was designed to be played as a male Nord (Dragonborn) character. This is a major problem if you intend to role-play as someone else. Mods like Alternate Start isn't enough to do that unfortunately.

 

By the way, "Radiant Prostitution" and "Become a Bard" are a good duo to have, if you want to make money by working in taverns.

Link to comment

 

What i always wanted was a mod that makes enemies not aggressive on sight and lets them talk first.

Yes, that's how the game should work by default actually, but I guess Bethesda will never do that, as they always seem to focus on killing stuff in their games. Doing that with mods using factions would also be problematic I'd assume, as most "enemies" in the game (bandits and such) are in generic factions instead of individual group & location based factions. Changing the player's relationship with one generic bandit group would affect all the other generic bandit groups, which would be rather unrealistic and trying to keep track of cell & faction pairs would be too resource heavy. Can't think of any other way to do that other than temporarily "pacifying" hostile enemies with a cloak spell of some sort, which wouldn't be ideal.

 

Skyrim was designed to be played as a male Nord (Dragonborn) character. This is a major problem if you intend to role-play as someone else. Mods like Alternate Start isn't enough to do that unfortunately.

 

By the way, "Radiant Prostitution" and "Become a Bard" are a good duo to have, if you want to make money by working in taverns.

 

 

I haven't used it in a while, but on the bandit faction question, the OBIS mod I think did split a lot of the bandit groups into their own factions. It was overly complicated and added too much work to the game when I last tried it over a year and maybe two years ago.

 

There are also few locations that do have location specific bandit factions.

Link to comment

 

What i always wanted was a mod that makes enemies not aggressive on sight and lets them talk first.

Yes, that's how the game should work by default actually, but I guess Bethesda will never do that, as they always seem to focus on killing stuff in their games. Doing that with mods using factions would also be problematic I'd assume, as most "enemies" in the game (bandits and such) are in generic factions instead of individual group & location based factions. Changing the player's relationship with one generic bandit group would affect all the other generic bandit groups, which would be rather unrealistic and trying to keep track of cell & faction pairs would be too resource heavy. Can't think of any other way to do that other than temporarily "pacifying" hostile enemies with a cloak spell of some sort, which wouldn't be ideal.

 

Skyrim was designed to be played as a male Nord (Dragonborn) character. This is a major problem if you intend to role-play as someone else. Mods like Alternate Start isn't enough to do that unfortunately.

 

By the way, "Radiant Prostitution" and "Become a Bard" are a good duo to have, if you want to make money by working in taverns.

 

 

I would say that this is a problem in pretty much ALL RPG's out there. Roleplaying as anything but a murdermachine is pretty much impossible. Some party-based games can let you focus on healing or something, but in the end you are going to lead your party into dungeon after dungeon committing genocide on the bandit and non-human populations. It's a basic limit of game design, if you make a game about killing things it's hard to implement interesting activities beside killing things. I had some hope that The Sims medieval would be kind of that, but it wasn't really a Sims game even. Would have been more interesting if it actually had just been Sims set in a fantasy land rather than the bland mess than it was.

 

If anyone has any tips for roleplaying games that includes stuff other than killing I would like to be proven wrong.

Link to comment

 

 

What i always wanted was a mod that makes enemies not aggressive on sight and lets them talk first.

Yes, that's how the game should work by default actually, but I guess Bethesda will never do that, as they always seem to focus on killing stuff in their games. Doing that with mods using factions would also be problematic I'd assume, as most "enemies" in the game (bandits and such) are in generic factions instead of individual group & location based factions. Changing the player's relationship with one generic bandit group would affect all the other generic bandit groups, which would be rather unrealistic and trying to keep track of cell & faction pairs would be too resource heavy. Can't think of any other way to do that other than temporarily "pacifying" hostile enemies with a cloak spell of some sort, which wouldn't be ideal.

 

Skyrim was designed to be played as a male Nord (Dragonborn) character. This is a major problem if you intend to role-play as someone else. Mods like Alternate Start isn't enough to do that unfortunately.

 

By the way, "Radiant Prostitution" and "Become a Bard" are a good duo to have, if you want to make money by working in taverns.

 

 

I would say that this is a problem in pretty much ALL RPG's out there. Roleplaying as anything but a murdermachine is pretty much impossible. Some party-based games can let you focus on healing or something, but in the end you are going to lead your party into dungeon after dungeon committing genocide on the bandit and non-human populations. It's a basic limit of game design, if you make a game about killing things it's hard to implement interesting activities beside killing things. I had some hope that The Sims medieval would be kind of that, but it wasn't really a Sims game even. Would have been more interesting if it actually had just been Sims set in a fantasy land rather than the bland mess than it was.

 

If anyone has any tips for roleplaying games that includes stuff other than killing I would like to be proven wrong.

 

For a lot of people, an RPG is a "dungeon crawler" of some sort, basically just a campaign prepared for killing and looting. Most of these people play RPGs by minmax'ing their characters and by trying to find best weapons as quickly as possible, in order to kill stronger enemies and finish the game. There's no actual "role-playing" involved, they just go through the game mechanics they are presented with. I'm okay with that. What I'm not okay with is the developers and the gamers who can't imagine an RPG which is anything but that. Sad, really...

 

The reason I'm always interested in the subject of this thread is that I'm really sick and tired of "the badass superhero who needs to save someone or something" cliche in role-playing games. Doesn't matter if it's Skyrim, Fallout or The Witcher, it's always the same thing, always. Level up your character, get better weapons and armor and kill bigger things... Why can't we get past this shit? Is this really the only role-playing type people can imagine? Fuck it...

Link to comment

On the developer side, creating a single story-line, on-the-rails campaign where you straightforward kill the bad guy as the solution is easy and cheap.

 

Older games had more options and paths through the game, when the craft was more important, and for some companies, telling a good story was important.

 

I don't remember some of the earlier games, but the last one I really remember was the first Deus Ex.  Depending on your play style and character upgrade options you picked, straight up combat, stealth or using the environment (being able to survive chemical clouds from leaks or radiation, swimming long tunnels) or (hacking a control panel to use cameras to see patrol routes, or turn the automated guns on the troops) gave you several different options.  Early in the game, you received a bonus on a few maps/missions if you took a no-kill, pacifist route.

 

Doing complex, open world, free form games is hard, and expensive. Companies want the faster buck and players are looking for shiny, explosive and physics laden visual fests.  I think we're doomed... unless we get another mod friendly game and people can overhaul it. I have high hopes for the Morrowind and Oblivion porting projects and the Enderal one (though I don't really know what it is doing, as I really cannot download a whole new game so I haven't looked at it) as proof to developers that there is a market for things like this.

Link to comment

I would think we would get more open world type games because the one thing companies are trying really hard to not spend money on is writing and story. So just have some kind of open world game with a few main things to do depending on what kind of character you start as and thats it everything else the player writes for themselves as they go. Now of course no main stream company wants to write a porn game and the opposite of killing everything in game is screwing everything in game which is why we don't have the game of our dreams already. This is why I said earlier we need a total conversion mod that starts the player off in another world completely. If someone can take the aethersuite mod and add npcs to it with some kind of kinky stories then we can get this thing going. Since it is some kind of future world we would need characters that exist in this future world and yet we have all the magic stuff from skyrim so maybe it could be skyrim future world.

 

The bandits in this future world would be female slaver gangs and female pimps fighting for control of local streets and areas. The player starts off as a slave to one of the slaver gangs and could end up being sold to some wealthy types living in the aethersuite somewhere. We just need more areas of the mod added on as there won't be enough room at some point oh and make it stop raining all the dam time there.

 

The different factions would be major corporations and the main characters that run each of them. The weapons would mostly be non lethal and cause severe horny reaction or make the target pass out from orgasm etc so paralysis weapons. The only problem is how to prevent npc from going aggro enough to kill the player and accept a paralyzed player as defeated instead of dead for the reason they stop aggroing or fighting.

 

I guess the player could stay a slave or find a way to get free and joining one of the factions/corps and taking over an area for that faction/corp maybe even becoming a slaver themselves.

Link to comment

In some ways, this is why MMOs have an advantage because players can create things among themselves to allow interaction.

 

EVE in particular has mining, salvaging, trading routes, industry (both creating and researching new things to make, and then the sale of those improvements) and market plays all because of person to person interaction.

 

Part of what I remember in Morrowind was the multitude of clans, Houses and guilds that all had different things to do. There were quests to find and heal someone, messages to carry, things to find and collect and many other non-kill objectives.  There also wasn't a massive civil war (kill and kill) or OMG Dragons! that pretty much were random boss fights you had to have some combat skills to survive, much less win.

 

 

Link to comment

Loot & Degradation, as suggested, is very good if you don't like the progression of your PC getting stronger and stronger to a demi-god levels. Actually, by breaking or degrading equipment, your task will progressively get tougher as you level up. Enemy will be getting better, with better equipment... you will have to be careful and struggle with what you find.

Actually many mods try to fix the late level unbalances... L&D does it better taking a different approach. 

 

Another good mod for you will be SKYTWEAKS...

It's basically a MCM menu where you can set and tweak a lot of stuff. In you case you could set how much damage you get and deal... you would set a carryweight of 100 instead of 300 and finally lower the rate at which to level up.

Link to comment

Something else I don't like about skyrim and trying to turn it into a porn game is the dam dragons. You can't get enslaved and hauled around skyrim because sure enough here comes a dragon you have to fight and take the soul of while enslaved! wtf seriously? This is why I am advocating a new world mod so much. The dragons don't even start until a certain vanilla quest is completed so if you never go to skyrim but instead another world none of that shit ever starts.

Link to comment

Something else I don't like about skyrim and trying to turn it into a porn game is the dam dragons. You can't get enslaved and hauled around skyrim because sure enough here comes a dragon you have to fight and take the soul of while enslaved! wtf seriously? This is why I am advocating a new world mod so much. The dragons don't even start until a certain vanilla quest is completed so if you never go to skyrim but instead another world none of that shit ever starts.

Get Skyrim Unbound and turn off the dragons. Fixed. :)

Link to comment

Don't start the dragon rising quest to avoid dragons.

 

As for role playing in games, if you really want, you can role play nearly any and every game out there however silly it is, the definition of rpg or role playing game now a days lean towards the stats and character development aspect more than actually playing a character likely due to it being more tangible. But even that is shaky since even shooters, character action, driving, farming, etc. games out there all could very well have stats.

Link to comment

Don't start the dragon rising quest to avoid dragons.

 

As for role playing in games, if you really want, you can role play nearly any and every game out there however silly it is, the definition of rpg or role playing game now a days lean towards the stats and character development aspect more than actually playing a character likely due to it being more tangible. But even that is shaky since even shooters, character action, driving, farming, etc. games out there all could very well have stats.

 

Can anyone pinpoint when "role playing" or "RPG aspects" came to mean "stat sheets"? Maybe it's me who misunderstood the genre from the start and it's all from D&D, and pre-dates cRPG's, but removing skills didn't make FO4 less of a role-playing experience for me, shoe-horning me into a specific past did that. Just adding a bunch of stats to an action game doesn't make it more role-player friendly to me, the ability to assume a role does. I feel the best attempt at actual roleplaying in the past few years were Dragon age: Origins. Sure, the roles were pre-determined by the starts, but there were atleast roles.

Link to comment

 

Don't start the dragon rising quest to avoid dragons.

 

As for role playing in games, if you really want, you can role play nearly any and every game out there however silly it is, the definition of rpg or role playing game now a days lean towards the stats and character development aspect more than actually playing a character likely due to it being more tangible. But even that is shaky since even shooters, character action, driving, farming, etc. games out there all could very well have stats.

Can anyone pinpoint when "role playing" or "RPG aspects" came to mean "stat sheets"? Maybe it's me who misunderstood the genre from the start and it's all from D&D, and pre-dates cRPG's, but removing skills didn't make FO4 less of a role-playing experience for me, shoe-horning me into a specific past did that. Just adding a bunch of stats to an action game doesn't make it more role-player friendly to me, the ability to assume a role does. I feel the best attempt at actual roleplaying in the past few years were Dragon age: Origins. Sure, the roles were pre-determined by the starts, but there were atleast roles.

I dunno, I prefer Skyrim's system, where there are no roles except those define yourself. It's a bit odd to me that you chose DAO as your example because it also shoehorned the player into a linear story. It got more sandboxy as it went along, but I still felt constrained. Thankfully it was well written, and I suppose if you define role playing as immersion into the story the game is providing, DAO is one of the best recent examples. But I define RP as acting in the way the character in my head would react, which often isn't an option in linear-story games.
Link to comment

One of the differences of opinion on role play games comes from when people started with the genre. Stat sheets too may, depending on which particular game you started with and whether you liked it or not.

 

D&D had lots of stats and die rolls but you were in control of creating your own role and playing it.  Other games like DAO or any other "on rails" kind of games give you the role, predefined, and let you play it. To the first group this can be heretical, others welcome the structure.

 

Table top games publishers had the advantage that they did not need to create and host a persistent world or a single player campaign that caters to all play styles. The DM/GM/Storyteller did that.  They just had to create a world, list the rules that the world worked by and populate it with peoples, monsters and culture.

 

Computer games still have to do all that, though perhaps less of it since you see a lot less of the world, but then write a short novel of a campaign for people to play. Reading a straightforward book can be enjoyable, but when you wanted a choose-your-own adventure instead you may not enjoy it as much and make do with what is available. To this later group, open world sandbox style games are more preferable and lend themselves to the role play that group prefers.

 

I am not sure where afa is coming from, but for me, a heavy reliance on stats and skills isn't a constraining or defining aspect of RPGs though it has been a history part of the genre, going back to D&D and other related games. Dice rolling was a distraction and often annoying as you could have 3 days of role play pass in 15 minutes, then 15 minutes of combat take several hours. Many computer "RPG" games are focused more on levels and stats though and less on the "role play" aspects of it. Creating strict player classes and rules, then a single, simple story does limit the role play, constraining the player to a single or limited set of roles.  As we've discussed, even an open game like Skyrim limits a lot of potential.

Link to comment

The stats aspect is a more tangible part of rpg that is easy to grasp, exploit, and reproduced digitally while the actual assuming a character is more immaterial and nearly impossible to replicate in single player video game form.

 

It was mention in parts in some of the posts above already, but I will try to add to it:

 

Let's suppose In a tabletop game you and a few people gather around and make your characters (prefab or wholly original), go through a scenario (prefab or wholly original) and craft a story along the way. You and your friends (may) talk, discuss, debate, and judge if each action or dialog from each character are fitting/agreeable with everyone's view of the character or not or if it is interesting at all, and the DM/GM can either accept, reject, or propose ideas as well to craft a (hopefully) cohesive and interesting story with everyone as you proceed each step of the way.

In this case there's no stat involve, (hopefully) everyone is able to work together and make something interesting for everyone (likelihood of that...not important in this discussion :P) In this case mostly everything is determined by the players involve, the story and setting can, in theory, be completely agnostic.

 

Now let's suppose a classical dungeon crawling and dragon slaying scenario, following the above example you and your friends band together and form a party. Between all the players and the GM/DM propose and resolve various scenes and conflicts and finish your story. Everything is, in theory, under the group's control from success to failure, who lives and who dies.

Now let's add rules and stats into the mix...each character now has limited stats associate with them and each scene and conflict resolution could involve stats checks (dice roll optional in theory). You and your friends now do not have total control over if checks fail or succeed, your group will now have to take that into consideration and work with it. (Technically GM/DM could work their magic for good or evil, to make things interesting, but that's again not important in this discussion :P)

 

In the first example, it is essentially you and your friends make whatever shit up as you go and hopefully have a good time, in the second example your characters are also defined by numbers and the scenario will challenge these numbers and determines outcome. Video games can only do one of these and it is the stat tracking and providing challenge part. The rest is all in your head.

Link to comment

Afa,

 

While everything you said is true, I'm still not following your RPGs are defined by stats idea.

 

Stats are need to calculate success / failure based on chance. If you are a group of people playing a game and able to agree on a success/failure system without using chance that still can be a role playing game ( and not just a session of tall tale telling ) but in computer based games, there is the impartial referee of the computer game telling you if you succeeded or failed.

 

What separates games their focus on story, format and focus.  A FPS could be an RPG just as easily as a turn based strategy if the focus is on advancement of the story and the choices a character/player makes. Skyrim with its quests and story focus is a role playing game and not just a first/third person porn animation simulation for this reason ( and the Teen rating of the actual game instead of X :P ).  The problem some of us had and what prompted the thread it seems was Skyrim's general lack of choice in advancing the story and the choices presented. There are plenty of mods available now to handle the stats mostly "hidden under the hood" and allow us to somewhat have other choices. While a computer game is never going to be as free form as table top group of friends (and a college group-mate of mine in a Star Wars campaign playing a nearly-dark jedi and his use of the force to make enemies crap their pants) there are games that have given players a much wider latitude in how they approached the game. That the attitude is less prevalent among game designers lately is much lamented.

Link to comment

I am not saying necessarily stats tracking is the bases of RPGs or RPGs must have stat but rather it has become an effective shortcut term in modern video game discussion, and to be honest I think even that is fading away. The story focus part like you said is certainly possible to appear in other games, therefore RPG = story isn't a useful identifier. Player choices share similar fate, almost any game can have it (and that is a deep DEEP rabbit hole :wacko:.)

 

The stats part is kind of a last bastion of the genre, perhaps out of technicality rather than of thematic, it is one of the few things that RPGs tends (not necessary) to have, but even that is showing up in other games commonly.

However what the stats mean I think still have some amount of merits as a character's role, if your character has a high strength that means the character is physically strong, it isn't about what you think or what you want, but the in-game world respects your character as physically strong, and the world should hopefully response accordingly rather in story or in gameplay. With character progression and stats going higher it shows that the character is growing stronger in world, and again hopefully the game response to that accordingly.

 

Going back to Skyrim and modding there are things like attractiveness of characters or body shape of character the game could recognize because it keeps a new set of stats. Without it the game can't dish out events or resolutions that involve them (clever focus group can make assumptions :P), at best only you would know that your character is good/bad looking or has a certain body shape because only you see it.

 

As for game not offering enough choices, like you said it will never be enough, and at what point is it enough varies player to player. To put it in table top terms it is akin to gather up every player out there and sit them all around the table for a session and have to get them all to agree on how the story should proceed :lol:. Add on top to the fact that the deeper you go in one direction you are likely going to alienate many of the other camps, a wide appeal by definition has be shallow.

Link to comment

 

 

Don't start the dragon rising quest to avoid dragons.

 

As for role playing in games, if you really want, you can role play nearly any and every game out there however silly it is, the definition of rpg or role playing game now a days lean towards the stats and character development aspect more than actually playing a character likely due to it being more tangible. But even that is shaky since even shooters, character action, driving, farming, etc. games out there all could very well have stats.

Can anyone pinpoint when "role playing" or "RPG aspects" came to mean "stat sheets"? Maybe it's me who misunderstood the genre from the start and it's all from D&D, and pre-dates cRPG's, but removing skills didn't make FO4 less of a role-playing experience for me, shoe-horning me into a specific past did that. Just adding a bunch of stats to an action game doesn't make it more role-player friendly to me, the ability to assume a role does. I feel the best attempt at actual roleplaying in the past few years were Dragon age: Origins. Sure, the roles were pre-determined by the starts, but there were atleast roles.

I dunno, I prefer Skyrim's system, where there are no roles except those define yourself. It's a bit odd to me that you chose DAO as your example because it also shoehorned the player into a linear story. It got more sandboxy as it went along, but I still felt constrained. Thankfully it was well written, and I suppose if you define role playing as immersion into the story the game is providing, DAO is one of the best recent examples. But I define RP as acting in the way the character in my head would react, which often isn't an option in linear-story games.

 

 

The reason I use DAO as an example is because whichever role you chose, royal dwarf or poor dwarf, mage or elf, the game responded to it very well. In Skyrim I can be a 3 meter tall orc with a penis that reaches my knees if I want, but the game wont respond to that. Aside from a very small amount of character remarks and a slight difference in stats, playing as an wood elf is pretty much the same as playing as a nord. That is why I prefer games that gives you something common to all PC's (I know this goes against my earlier remark about FO4 being less of an roleplaying game than Skyrim...). In Mass Effect you are Sheperd. You can mold which kind of Shepherd you want to be, but you can't escape that role, same with the Witcher-games. That means that the world will respond better to who you are. That is what I find most lacking in the Skyrim system. Since you have no identity, you are nobody. I realise it is harder in an open world game, so I wouldn't demand as much from Skyrim, I just wish there were a few more, small, touches added to make you feel like people noticed who you are. Maybe add something like Mount & Blade or Pillars of eternity, with a small questionarie to define your past, which could include some kind of "mysterious past" if you felt nothing fitted what you wanted to play.

 

I find no joy in acting like I feel my character should if the world doesn't respond to that. So I'll take the somewhat constrained feeling of pre-defined role over that.

Link to comment

 

 

 

Don't start the dragon rising quest to avoid dragons.

 

As for role playing in games, if you really want, you can role play nearly any and every game out there however silly it is, the definition of rpg or role playing game now a days lean towards the stats and character development aspect more than actually playing a character likely due to it being more tangible. But even that is shaky since even shooters, character action, driving, farming, etc. games out there all could very well have stats.

Can anyone pinpoint when "role playing" or "RPG aspects" came to mean "stat sheets"? Maybe it's me who misunderstood the genre from the start and it's all from D&D, and pre-dates cRPG's, but removing skills didn't make FO4 less of a role-playing experience for me, shoe-horning me into a specific past did that. Just adding a bunch of stats to an action game doesn't make it more role-player friendly to me, the ability to assume a role does. I feel the best attempt at actual roleplaying in the past few years were Dragon age: Origins. Sure, the roles were pre-determined by the starts, but there were atleast roles.

I dunno, I prefer Skyrim's system, where there are no roles except those define yourself. It's a bit odd to me that you chose DAO as your example because it also shoehorned the player into a linear story. It got more sandboxy as it went along, but I still felt constrained. Thankfully it was well written, and I suppose if you define role playing as immersion into the story the game is providing, DAO is one of the best recent examples. But I define RP as acting in the way the character in my head would react, which often isn't an option in linear-story games.

 

 

The reason I use DAO as an example is because whichever role you chose, royal dwarf or poor dwarf, mage or elf, the game responded to it very well. In Skyrim I can be a 3 meter tall orc with a penis that reaches my knees if I want, but the game wont respond to that. Aside from a very small amount of character remarks and a slight difference in stats, playing as an wood elf is pretty much the same as playing as a nord. That is why I prefer games that gives you something common to all PC's (I know this goes against my earlier remark about FO4 being less of an roleplaying game than Skyrim...). In Mass Effect you are Sheperd. You can mold which kind of Shepherd you want to be, but you can't escape that role, same with the Witcher-games. That means that the world will respond better to who you are. That is what I find most lacking in the Skyrim system. Since you have no identity, you are nobody. I realise it is harder in an open world game, so I wouldn't demand as much from Skyrim, I just wish there were a few more, small, touches added to make you feel like people noticed who you are. Maybe add something like Mount & Blade or Pillars of eternity, with a small questionarie to define your past, which could include some kind of "mysterious past" if you felt nothing fitted what you wanted to play.

 

I find no joy in acting like I feel my character should if the world doesn't respond to that. So I'll take the somewhat constrained feeling of pre-defined role over that.

 

I think you're both right. :) For me, stats are not entirely necessary for an RPG, but they certainly improve it IF it's done properly. For example, i think about Deus Ex 1 although it's more of a shooter than RPG, there you had a lot of possible stats (additional to implants) and depending what/how you skilled your stats, it made a real difference in gameplay.

I believe that was partly skipped in newer games because, if it really makes a difference, it's possible to fuck up your character. Not exactly easy, but possible. ;) I understand that it's annoying to non-role game players to learn after 2/3 of the game that it's impossible to continue because they chose the wrong skills. But for me, the possibility to do that is an advantage in a game, even if that only means it's difficult enough to lose if you aren't well prepared.

 

I guess Skyrim becomes quite hard if you reach lvl15 or something with lockpicking, speechcraft and alchemy only. And with a lvl cap of 20 maybe, you even might be prevented from progress.

 

On the other hand... what i expect from all games in general maybe except strategy like civ or C&C is a good story, including atmosphere. Deus Ex 1 & 3 were awesome in that respect, as well as Baldurs Gate, Arcanum and Starcraft. FO 1&2 and Morrowind were great, NWN was less but still good imho. 

Skyrim or FO3... without mods, i doubt i would have played it a second time. 

Link to comment

When I do this playstyle I load up magic addons and restrict myself to support trees. So maybe run illusion and restoration. You'll get some utility and maybe be op against undead, but for the most part you'll get wrecked by yourself.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use