Bouldercleave wrote: »If anything, I think MORE things should be considered a criminal act. It would strengthen the game in my opinion.
I would be on board for one or two skills from EVERY class to be considered a criminal act.
Werewolf transformation - criminal act. maybe not bounty but chased off by guards.
Stage 4 vamp - Criminal act. Maybe not bounty but chased off by guards.
Summon a bear or daedra - criminal act
I main a necromancer and have accidentally gotten a bounty once or twice - it's really not that big of a deal.
Well, they could technically make ALL templar abilities "criminal acts" in lands that do not follow the divines... (which is... kinda only tribunal territory anyhow) still, it likely would not be well recieved.I agree in principle, but what goody two shoes templar abilities would you turn into criminal acts 😛
@Bouldercleave I agree in principle, but what goody two shoes templar abilities would you turn into criminal acts 😛
Thorvik_Tyrson wrote: »@OP: I'm sorry, but when I read threads like this about the Necromancer class, I have no sympathy for you. The class warns you before you start playing it that certain abilities will be criminal acts. The Abilities before you go to train them also warn you that this is considered a criminal act.
For me this is about people making choices and there are consequences for those decisions. IMO, If you make the choice, You should be responsible for your actions, and you should not be trying to get out of the consequences that the decision has.
Note: I have a Necro, and as other's have suggested, I put non criminal acts on the back bar, and I make sure that the back bar is active before I go into town.