Ok, for this first paragraph... This is going to be a long detailed discussion on my thoughts about character generation. My style of play favors "min/maxing," controlled leveling, and trying to make the most powerful character possible. I understand that many people just want to "have fun" with the game, play it, and not worry about the numbers. Thats fine. I have fun worrying about the numbers, so for those that don't you dont have to read this. It will probably bore you. For those that are fascinated by the process... read on.
I am going to number sections so that if you want, you can address comments, thoughts, or contribributions to specific parts.
1) First off, why bother min/maxing your character? I will edit this when I find the author I read this from (on this site) but basically, they said that from a money perspective it is better to level fast then loot shrines and kill bandits. Obviously, when you are level one and the bandits are wearing clothes and carrying chitin daggers, its pretty much slim pickings. But if you are level 20 and every bandit is decked out in full Dwemer with Daedric weapons, each kill will net you thousands of gold. So your short term character doesnt matter. I plan to not even BEGIN questing or exploring anything till after I have ran around the countryside battling rats until about level 10 or so. Then I will probably need to upgrade gear and get some money so that I can continue to about level 20. Thoughts on this??
2) Ok, even a rudimentary understanding of the process shows that the lower your Major skills are, the higher your max level. That means, do not pick major skills that you have a lot of racial bonuses in, and do not pick a specialization that enhances other skills. If done properly there is no reason your maximum achievable level should be lower then 50. I would like comments on this.
3) Why is max level important? FOR HIT POINTS. You gain 10% of your endurance (just like TESIII) every level. So with endurance maxed, each extra level is 10 more HP. I think HP are a big deal. What about you?
4) On birth signs. Many birthsigns offer attribute bonuses. These SEEM good, especially the Thief, with that extra 10 points in the ANNOYINGLY hard to level Luck. However, if you have done your major skills right, you should have plenty of levels to max all of your attributes. SHOULD. The signs with attribute bonuses then are only good for the short term, with the exception of maybe the endurance ones. These would at least allow you to max endurance faster, affording you perhaps 10 extra hit points. I do not feel 10 hps is worth passing up the other available options... Another set of options are the ability signs. These again, are only good for short term. They give you abilities that can be duplicated by any spell, so why waste your choice on them when there is... MAGICKA. The only calculated stat that has a fixed max is magicka. It is 2x your intelligence, and your Int max is 100. So unless you get a racial bonus or sign bonus, 200 is your max. This is why I conclude the only viable sign choices are Mage, Apprentice, and (maybe?) the Atronach. Comments?
The last option is race which has a few parts.
5) Races have attribute modifiers. Dunmer and Altmer have a +1/-2, or 1:2 ratio while other races, like Nord and Breton have a +2/-3, or 2:3 ratio. This pretty much rules out Dunmer for me. While 75% resist fire is ok, the summon ghost ability can be duplicated later. Altmer I need to discuss later. Basically, it falls to Magicka bonuses, or other inherant passive abilities like resist disease or poison or breathe water. All these effects COULD be duplicated by enchantments, but there is only so much you can enchant. Personally I am leaning toward Redguard for a warrior or thief type, or else Breton for a mage or all around winner. Redguard for the disease/poison resistance, endurance bonus, and the Adrenaline rush, which can be IMMENSELY useful at any level. +200 to stats for a minute?? WOW. Bretons for the 50% MR and +50 Magicka. However, one particular discussion...
6) On Altmer vs Breton, and Apprentice vs Mage choices. I think that -100% to resistances is bad, but than, magicka bonus is really good. So it appears that for endgame purposes it comes down to which is easier to compensate for. This leads to my question on Enchanting. In Morrowind one could just go steal the Cuirass of Saviors Hide and have all the Resist Magicka you could want. You could easily be an Altmer, and between that chest peice and a couple other items still have a pretty constantly high resistance. What I am wondering about Oblivion is, which is easier to enchant: Fortify Magicka? or Magic Resistance? If it is easier and more cost effective to fortify Magicka, than I would lean toward a Breton/Mage sign choice. However, if +Magic Resistance is "cheaper" than fortify Magicka, then it would be better to be an Altmer/Apprentice or maybe a Breton/Apprentice. This is the argument I really need input on...
I dont actually have the game yet, my lovely wife has put it in the mail, so hopefully in about a week I will get it and have all these thoughts sorted out. I am anxious to hear all of your thoughts on this.
Cadaver
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You're such an inspiration for the ways that I will never ever choose to be.... (Maynard James Keenan - Judith)
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