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The Roleplaying Help Thread

Tags: #Zonnonn 
  • Member
    May 5, 2018

    mitch blatt said:

    I just realized something.

    "Savos Aren gives me a staff of magelight and says it should help in dark dungeons? Better turn down the brightness to make dungeons dark. Hey, wait a minute, the NPCs, only one of whom has innate night vision, went through the same allegedly dark dungeon without a single torch or magic light ball!"

    Dungeons being dark would be immersive for the most part, except for when characters without a way to see in the dark can navigate them almost flawlessly.

    I think Savos just couldn't find owt to give you so he took the opportunity to get rid of his old staff XD

    Seriously though, dungeons being light all the time is a bit frustrating - I wanna be cacking myself when I delve into some old crypt, the enemies should be the ones getting the jump on me, not the other way round. For Dwemer Automantons and Draugr it makes more sense, but if some bandits have been chilling out in a cave for Talos knows how long they should be the ones with the advantage.

  • Member
    May 6, 2018

    My character is a vampire thief with the Lady Stone, Windwalker, and 2/2 Recovery (boosts to regen for all stats). The Thieves Guild questline includes two scripted encounters with poisons, one of which is a paralytic that keeps you alive because it slows your heart so you don't bleed to death. How could it make sense for a vampire to be affected by these, but not by other poisons? And what would it mean RP-wise for a vampire to have slightly improved stat regen even though the sun stops all regen?

  • Member
    May 6, 2018

     

    If youre Vampire is intelligent you could say he plays along with the Poison even though it does nothing to him, he notices what Karliah is trying to do and plays along.  

    About regen. you could say its an mutated form of vampirism. or an offshoot of a branch of Vampirism. 

  • Member
    May 7, 2018

    mitch blatt said:

    My character is a vampire thief with the Lady Stone, Windwalker, and 2/2 Recovery (boosts to regen for all stats). The Thieves Guild questline includes two scripted encounters with poisons, one of which is a paralytic that keeps you alive because it slows your heart so you don't bleed to death. How could it make sense for a vampire to be affected by these, but not by other poisons? And what would it mean RP-wise for a vampire to have slightly improved stat regen even though the sun stops all regen?

    Vezra at it again with his great points!

    Does your character have any weaknesses that you RP? Karliah's a smart cookie, if there's any weakness she could exploit to eliminate you as a threat she'd take it. Past injuries, susceptibility to certain materials (silver?) etc. It does make you think about what a massive oversight that was though - vampires resist poison but it's not hard to get a massive resistance against it with enchantments, Wood Elves and I believe Argonians also resist partially. Bit of a cop out if you ask me.

    I can only reiterate Vez's point. An offshoot or mutation sees like the best bet for different vampiric characteristics - I mean there are so many different types of vampirism as it is it wouldn't be out of the realm of possibility to have one less damaged by the sun. Or, if you wanna go a bit different, how about a half-vampire? I've seen Profiles and builds which have messed with the concept before, although I've personally never done it, but that could be an interesting path that might also solve your poison puzzle.

  • Member
    May 8, 2018

     You flatter me Zonnonn :D 

    I just thought of another way to play it. 

    How about the Poison didnt affect you but the Arrow did. 

    Tailing Mercer and you through the Crypt she notices you are a Vampire but doesnt have enough time to swith the Arrow so she Stakes youre Heart with her shot rendering you unconscious.

     Due to the fact that She couldn't switch Arrows She would still have a reason to Complain about having to use the Poison on you.

  • Member
    May 10, 2018

    Would using sneak, invisibility, quiet casting, telekinesis, and detect life take the challenge out of the Thieves Guild quests? I want to use those skills/spells, but I don't want it to be OP and boring.

  • Member
    May 10, 2018

     

    If you dont Perk everything in Sneak and dont overuse invisibility then it shouldnt be boring.

    Just get yourself a restriction on invisibility

  • Member
    May 11, 2018

    mitch blatt said:

    Would using sneak, invisibility, quiet casting, telekinesis, and detect life take the challenge out of the Thieves Guild quests? I want to use those skills/spells, but I don't want it to be OP and boring.

    Like Vez said (I feel like I'm saying that a lot lately :P), restriction is every roleplayers friend. Maybe you can only use spells every so often (e.g. once an 'encounter' or even once a dungeon), which will really make you think on your feet. So Telekenisis might only be used for retrieving the target item, Invisibility only to sneak past one room, Detect Life when you first enter a house or area etc.

  • Member
    May 16, 2018

    Does the Volkihar main questline have any pacing, thematic, etc. problems that can be solved with roleplaying?

  • Member
    May 18, 2018

    mitch blatt said:

    Does the Volkihar main questline have any pacing, thematic, etc. problems that can be solved with roleplaying?

    I'm struggling to answer this without a specific problem. Is there anything in particular that's giving you issues?