Hey there folks I've recently started a new Ironman Challenge run and while I've determined most of the rules for it theres a few things I wanted input on.
First, this isn't one of those "wear white gear dont use buffs etc" kind of run, rather its a "use everything possible but you need to solo grouo dungeona and group content too.
The run progresses from requiring 100% completion of each sub-vet zone into VR silver and gold zones. After that is Orsinium, then Craglorn (everything except quests that explicitly require a party for mechanic reasons) then Cyrodiil/IC and then Vet Dungeons.
1-VR16 is the main course and is what I'd consider success. After that point PVP zones are super high risk so it becomes a game of " stay alive as long as possible" after that.
You can use whatever gear/traits/glyphs you want. However I chose to not pick any implicitly tanky sets/gylphs, nor will I put any points into Health. I dont want to set any rules on this but I highly suggest playing a "full dps" build with utility/heals etc to keep you alive, not relying on stacking heaps of damage reduction and armor.
Dungeons and public dungeons must be completed solo within the range of their original levels post scaling patch. You can find these numbers on the UESP page for each dungeon. The earliest is the first tier dungeons at 12-15.
I will flesh this out a little more later but here is the main point I'm looking for feedback on:
Do you think quest failure states should count as failure for ironman. Or at least quest failure states that could possibly imply death?
One example would be the quest in Stonefalls where you turn into a Wisp and sneak by ghosts into the fortress - if you are detected and hit it teleports you back to the start. It doesn't neccessarily imply death however, just a reset.
My initial thoughts are no, quest failure should not count because the majority of quests like that are based off gimmicks and have no real gameplay mechanic alternates to back them up.
Thoughts on that?