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