Red_Feather wrote: »I would like Racial Passive Morphs. More things to spend skill points on means more reason to play content for more skill points.
Are the Update 21 [proposed] changes to the racial passives posted anywhere? I didn't see an article, yet folks seem to be pulling the info from somewhere.
Is "somewhere" a dev post, or was it info they gave in the Twitch stream? (which I haven't seen yet because of work.)
CipherNine wrote: »FilteredRiddle wrote: »I think your suggestion goes too far in the direction of 'freedom'. Racial identities is an important factor in TES lore, and to completely rid the game of them would be gutting part of the game's soul. I have suggested something similar a few times, which I feel melds both the importance of racial distinction and the idea of fitting multiple roles.
Did you even actually play the other ES games? They were not how you describe. All the other games had 100% freedom to play any race however the hell you wanted. The racials in all the other games were so negligible they didn't matter at all. They were just minimal bonus that made each race unique. Nothing that had a big impact on gameplay. Which is how it should be and how you say is how the TES world has always been.
FilteredRiddle wrote: »Each race having specific lore-based skill sets has existed since the beginning of Elder Scrolls, always including a basic description of their racial talents/expectations and sometimes including attribute bonuses, special skills, and resistances/weaknesses.
Arena
https://en.uesp.net/wiki/Arena:Races
e.g. "Bretons are a tall, dark-haired people. Bretons are highly intelligent and willful people, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. As a result Bretons take half damage on any Magic based attack, and no damage on a successful save. They are excellent in all the arcane arts."
Daggerfall
https://en.uesp.net/wiki/Daggerfall:Races
e.g. "Bretons hail from the province of High Rock. You are part of a tall, fair-skinned people, highly intelligent and willful. Magic seems to infuse the very being of the Breton people. As a race, they are more resistant to the effects of hostile magic than any other group, and thus are excellent in all arcane arts. Male and Female Breton character modifiers: +10 Intelligence, +10 Willpower, -10 Strength, -10 Endurance."
Battlespire
https://en.uesp.net/wiki/Battlespire:Races
e.g. Highly intelligent and willful, the Bretons have a natural bond with the forces of magicka. Many great sorcerers have come out of their home province of High Rock, and even the humblest of Breton [sic] can boast a high resistance to the destructive powers of magicka. Breton character modifiers: +10 Destruction, +10 Mysticism, +10 Illusion, +5 Alteration, +5 Thaumaturgy, +5 Restoration."
Morrowind
https://en.uesp.net/wiki/Morrowind:Races
e.g. "Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock.[...] Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Skill Bonuses: +10 Conjuration, +10 Mysticism, +10 Restoration, +5 Alchemy, +5 Alteration, +5 Illusion. "
Oblivion
https://en.uesp.net/wiki/Oblivion:Races
e.g. "In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic. Skills: +10 Conjuration, Mysticism, and Restoration; +5 Alchemy, Alteration, and Illusion."
Skyrim
https://en.uesp.net/wiki/Skyrim:Races
e.g. "In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells. Skills: +10 Conjuration; +5 Alchemy, Alteration, Illusion, Restoration, Speech."
Can there be exceptions (e.g. Shalidor, Urag gro-Shub)? Absolutely. But they're just that: exceptions. If Tamriel was populated by hundreds of Nord Mages, and Altmer Two-handed Warriors, it'd make zero sense from a lore point-of-view.