SajuukKhar said:
Zenn3k said:
In a properly designed game, proper rules already exist in the world to make it consistent and believable. A hulking brute of an Orc has no business in the Thieves Guild. If the game doesn't have any rules like this, it is broken by design.
Actually all the guilds are known to unfrequently take people of other classes into their fold.
In lore, there is nothing preventing a Orc warrior from becoming a Thief.
The lore was written that way on purpose to allow people to RP whatever they want and still have a believable RP.
From a design perspective thats fine to not limit the player based on a choice they made before they knew the choice mattered. But my question is then, why bother having races in the first place?
Why are there 3 versions of "generic white man/women" in Skyrim? Other than for my own personal benefit, and maybe a racial ability or passive that likely don't ever be used after you get 3 parts into the main quest (and learn Fus Ro Dah, which shares a button)....what is the point? Whats the gameplay difference between Nord and Imperial outside of a rather meaningless racial ability/passive?
Hell, in full armor, its likely you won't see most of your face, so you can't even tell which of the two races you are at a glance. And I know I certainly don't enjoy the game in 3rd person mode, as its hard to click on objects over the shoulder with the precision needed in this game engine.
Lets break down all the races, and I'm going to use their generic names:
High Elves: +50 Magicka, Regenerate magicka 25x faster for 60 seconds, once per day - Decent passive/racial at the very start of the game, if you go into any of the magic trees with perks at all, it quickly becomes rather meaningless. Once you are geared out to the point where spells cost about 5% of their previous base (or less, free is very possible), it is full blown worthless. That once a day limit sucks. Why not one per game hour? That limits it to once a fight without making it a complete waste the other 23 hours of the day.
Argonian: Resist Disease 50% & Water Breathing, Recover health 10x faster for 60 seconds, once per day - All around better than High Elf, even for a late game caster. Water breathing is probably the best passive in the game, its a shame its not used more often as you almost never go underwater. Resist disease is useful if you don't want random wolfs giving you the clap, not that potions to clear that up or a simple blessing are hard to find however. The health recovery should be limited to once an hour as I mentioned for the High Elf for the same reason.
Wood Elf: Resist Poison 50% Resist Disease 50%, Make an animal an ally for 60 seconds, once per day. I'm seeing a pattern here already. Resist poison is pretty bad, I don't believe there is actually anywhere in the game where you can be randomly poisoned where this might come in handy. Animal ally is only useful very situationally...like if you get jumped by a bear while fighting a troll, or something. Should just allow the player to tame a pet companion instead, now THAT would be fun.
Breton: Resist Magic 25%, Absorb 50% of the magicka from hostile spells for 60 seconds, once per day. Resist Magic isn't hard to max out, so this is of limited usefulness, its not terrible, its good for casters and dragons, which are a lot of what you fight. The triggered ability like the High Elf ability, loses its luster by the end game (where you geared how you want to be). Requires being hit by spells to work, making it a bad triggered ability IMO.
Dark Elves: Resist Fire 50% Opponents getting too close take 8 points of fire damage per second for 60 seconds, once per day. Finally something useful. About 50% of the dragons use Fire and 50% resist is a lot of resist. This loses its luster later as well, but isn't bad. The triggered ability is probably the best in the game. A free "fire shield" can turn the tides in a fight, I know I used it often with my dark elf, however, each time I used it, I did a "WAIT" for 24 hours before advancing. Should be limited to once an hour as mentioned before.
Imperial: Imperials always find more gold. Calms nearby people for 60 seconds, once per day Wow thats bad. Find more gold? Is there a shortage of gold? I have more gold than I know what to do with. That triggered ability is replaced by a spell. What happens after 60 seconds? What defines "nearby"? How many does it effect at once? Not very good racials.
Khajiit: Claws do 15 damage. Improved night vision for 60 seconds multiple times per day. 15 damage? Yay..? Seeing as there is no unarmed skill in the game, what is the point of this? Unless random self imposed rules take over...why do this over using even a base weapon + perks? FINALLY a triggered ability that you can use more than once a day, still limited usefulness. Khajiit have probably the worst racials of any race in the game.
Nord: Resist Frost 50%, Targets flee for 30 seconds, once per day. Useful passive, seeing as Frost is the most annoying magic type to be dealt damage by and the trigged gets you out of a jam. Once a day is actually balanced in this case, because making everyone flee EVERY fight would be a tad broken. Score 1 point for Bethesda making one of the classes actually GOOD.
Orc: No passive. You take half damage and do double damage for 60 seconds, once per day Trigged isn't bad, unless you play a casting Orc, in which case its totally useless. Having no passive makes Orcs a bad character choice unless they are strictly doing melee weapons.
Redguard: Resist Poison 50%, Stamina regenerates 10x faster for 60 seconds, once per day. As mentioned, resist poison has no use in the game for the player. Stamina regen is replaced with potions or food to greater effect. The once per day limit on this one seemed unneeded.
The skill bonuses are meaningless to every class. Having +5 more skill serves no purpose in the long term, all it might do is save you 10 minutes of game time.
So we have a fair number of less than useful passives and triggered abilities. In fact, from a simple game perspective, there is basically no reason to go with anything but Nord or Dark Elf. They have the best combination of passive and triggered in the game by such a wide margin. So what IS the point of picking anything else? Other than to be called by your race and self imposed rules. If you go Dark Elf, you can still side with the Stormcloaks...even though they HATE YOU, same if you're Imperial, even though you are their enemy.
Why give me all these choices, when there are really only, 2 choices that are worthwhile? Simply more bad design.