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R.I.P. neildarkstar. Haven will miss you dearly.
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| Topic Started: Jan 11 2017, 01:17 PM (2,648 Views) | |||||||||||||||||||||||||||||||||||||||||
| Sakiri | Jan 23 2017, 06:34 AM Post #181 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Don't need to smith them. Damage is based off base armor, not smithed armor rating. |
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| Areial | Jan 23 2017, 09:30 AM Post #182 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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Think my idea of "knight"... a non-magic using one. 1h 2h block heavy archery smithing (speech & Lock-picking) 2h may not get more than a few perk's up the center... On Master |
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| Kane | Jan 23 2017, 10:15 AM Post #183 | ||||||||||||||||||||||||||||||||||||||||
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Overlord
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Thinking about rolling a tank. 1h Block Heavy Armor Archery Smithing Alteration |
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| glargg | Jan 23 2017, 12:15 PM Post #184 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Well, that forces my "monk" to raise and perk Heavy Armor, which doesn't exactly work with the mental picture I have of a nimble martial arts monk. I think it was very odd of Bethesda to remove hand-to-hand as a viable skill. I have a mod that puts it back in as a supplemental skill, raising hand-to-hand damage in accordance with player leveling, so that it does reasonable (but not OP) damage. |
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| Areial | Jan 23 2017, 12:32 PM Post #185 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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Glargg... as we are using mods... that one wouldn't be an issue... it would be an "advantage" mod over someone vanilla.. so a - but add in a + mod... and it lvl's out. All in all it does not sound like an advantage altogether though... as long as the damage levels according to vanilla scales. | ||||||||||||||||||||||||||||||||||||||||
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| Sakiri | Jan 23 2017, 12:44 PM Post #186 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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I got two characters I'm rolling atm and have ideas for. archery sneak alchemy illusion destruction one handed and one hand block smithing heavy armor archery sneak Not 100% satisfied with the second setup but I couldn't think of a sixth skill and I usually sneak around dungeons. Also not entirely sure if I want to stick with heavy armor. Being soooo sloooow without the steed stone or conditioning..... |
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| glargg | Jan 23 2017, 01:42 PM Post #187 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Unfortunately, it's part of the "Classic Classes" mod, which puts classes back into Skyrim, and changes the starting skill levels. The mod adds 10 points to each of the six "class" skills, and deducts 10 points from other 12 skills. It then adds one special "class skill" to make classes unique (like hand-to-hand for Monks, or a small damage buff for Warriors.) That wouldn't be a problem, I think, if this were an open all-skill competition, but it would be a major advantage in a situation where all six "class skills" were the chosen skills in a skill-limited round. If there were a mod that just made hand-to-hand viable, I agree that it would not be an advantage over using a weapon, but I don't know of a mod that does just that. |
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| glargg | Jan 23 2017, 01:50 PM Post #188 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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I'm thinking of doing an "Archer/Ranger" for this round. Archery 1-Handed (dual wield) Light Armor Alchemy Smithing Sneak |
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| Kane | Jan 23 2017, 02:04 PM Post #189 | ||||||||||||||||||||||||||||||||||||||||
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Overlord
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So, in keeping with the class builds, we restrict perking to only the chosen skills? | ||||||||||||||||||||||||||||||||||||||||
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| Areial | Jan 23 2017, 02:08 PM Post #190 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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Grandmaster -true unarmed and armored combat Hand to hand- a true unarmed mod New Unarmed Hand to hand none of them look perfect.. I'm not sure which I would use.. if I wanted an unarmed character.. but it makes being unarmed and armored more viable... |
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| Areial | Jan 23 2017, 02:11 PM Post #191 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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Yeah...with penalties for using other tree's... cause otherwise you just get someone that will use all of them. "you" chose them.. "you" stick to 'um..... |
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| glargg | Jan 23 2017, 02:18 PM Post #192 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Yeah, they're like so many mods out there, that do more than the simple thing you want to do. What I'd like is to simply increase hand-to-hand base damage by one point per point of player level, and make no other changes to the game. That's what the monk's class skill does in "Classic Classes." I think I'm going to have to make my own mod for that. :) Edit: In thinking about it, I suppose I could accomplish the same thing by using the mod to create the class, and then by using console commands to set the starting skills back to vanilla. :) Edited by glargg, Jan 23 2017, 02:21 PM.
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| Areial | Jan 23 2017, 02:25 PM Post #193 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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True that...not perfect, but make's the class viable... and I read the read-me's... look's like unarmed has issues, that make it a problem... | ||||||||||||||||||||||||||||||||||||||||
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| glargg | Jan 23 2017, 02:30 PM Post #194 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Yeah, I think that the main problem is that the game doesn't treat it like a skill, so modders have to do workarounds to get it to level up like other skills. |
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| Areial | Jan 23 2017, 02:38 PM Post #195 | ||||||||||||||||||||||||||||||||||||||||
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Et'Ada
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yup, pretty much what it sounded like... bummer that... but at least some moder's are able to do work around's. |
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| Kane | Jan 23 2017, 02:41 PM Post #196 | ||||||||||||||||||||||||||||||||||||||||
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Overlord
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So, we couple all that with this: --------------------------- Joining the Legion/Stormcloaks The Jagged Crown Message to Whiterun Battle for Whiterun Reunification of Skyrim (Imperials) -A False Front -The Battle for Fort Dunstad -Compelling Tribute -The Battle for Fort Greenwall -Rescue from Fort Kastav -The Battle for Fort Amol -Battle for Windhelm Liberation of Skyrim (Stormcloaks) -Rescue from Fort Neugrad -Compelling Tribute -The Battle for Fort Sungard -A False Front -The Battle for Fort Snowhawk -The Battle for Fort Hraggstad -Battle for Solitude Thane of... -The Rift -The Reach -The Pale -Falkreath -Whiterun -Winterhold -Hjaalmarch -Haafingar -Eastmarch No other factions, no Main Quest beyond 'Dragon Rising' ----------------------- And then it's just a matter of points, length, and multipliers. |
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| Brambleberry | Jan 23 2017, 02:59 PM Post #197 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Trying to wrap my head around this, we are 1) limited to leveling up our 6 skills and the 2 freebies. 2) Any leveling beyond 2 oopsie skill raises of other skills starts giving a penalty. 3) We are free to do any quests, but only those to be outlined will count for points. For example, I can do bounties and such without penalty, but only CW and those other completions like becoming Thane count for points. 4) Mods are allowed and should be posted as part of the build post, so we can collectively evaluate them for future modded competition/build runs. 5) It is mandatory that we have FUN! :teehee: Is that a fair general (very general) assessment of the direction we are heading? `````` "No other factions, no Main Quest beyond 'Dragon Rising'" - not sure I agree with this. Why can't we be, for example, a member of the Dark Brotherhood and still complete the required competition goals, or a member of the CoW and do the same. We just wouldn't get any points for doing those things. The reason I bring this up, is that some may want certain armors, artifacts or weapons for their particular build and many are behind a faction or daedric quest. I think providing the flexibility of play without giving points for going outside the goals is reasonable, What do others think? Edited by Brambleberry, Jan 23 2017, 03:05 PM.
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| Kane | Jan 23 2017, 03:02 PM Post #198 | ||||||||||||||||||||||||||||||||||||||||
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Overlord
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Aye aye, Brammy! :banana: --------------------------- Well, reason I had it like that it is because I originally envisioned using faction specific gear. Of course that is a problem in and of itself, since vanilla Stormies don't have a heavy armor variant. So, that's definitely out the window. It just seems like a detriment to the Hero of Skyrim idea, if the hero is also a member of the assassin or thieves cults, ya know? Edited by Kane, Jan 23 2017, 03:12 PM.
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| Kane | Jan 23 2017, 03:06 PM Post #199 | ||||||||||||||||||||||||||||||||||||||||
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Overlord
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Round V: The Champion of |
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| glargg | Jan 23 2017, 03:22 PM Post #200 | ||||||||||||||||||||||||||||||||||||||||
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Jarl
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Well, it seems to me that banning the joining of other factions doesn't work. For example, if one is playing a magey type, one would need access to the CoW for some spells that can't be gotten elsewhere. Also, regarding the MQ only to Dragon Rising, what about a character who relies on shouts? Unrelenting Force is pretty puny without all three words. I can see giving no credit/points for those quests/factions, but I don't get banning them. |
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