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The point is to play how you want to. That difficulty slider will need to come down though. If it's your first playthrough.
Money isn't important. Even if you plan on buying all houses. Just sell crap to merchants whenever you can.
Magic is OP.
So skyrim is the chillaxed casual experience, oblivion is the medium adventure, and morrowind is hard core?
Oblivion: "Here's where you need to go; Head south, turn towards the east at the second bridge, cross the stream, and it'll be on your left. I'll mark it on your map for you."
Skyrim: "Go to the map marker."
Seriously, though. Level up Acrobatics as much as possible. Best skill ever.
Oblivion set the pace pretty damn well and found a really good ballance of actually explaining things that need explaning. Even if it is less story rich and creative then Morrowind, Shivering Isles expansion aside.
I should have also mentioned that although Magic *is* OP. Some skills are more broken then others. Illusion and Alteration are special favorites of mine. Illusion allows you to paralyze, influence others, turn yourself invisible or slightly invisible, see in the dark, etc. Alteration allows you to expand your own carry weight and make yourself faster in the process (even if you fill that weight up), bypass every lock that doesn't require a key, slow down others heavily, shield yourself from damage, even elemental damage. etc.
The spellmaking in this game, (and in previous ones.) is broken for that reason. With restoration, you can make a fortify Armorer spell that increases Armorer by 100pts for 1 second, allowing you to repair all your equipment without using a repair hammer.
Hey there, welcome to Oblivion! As someone who's probably played more Skyrim than Oblivion, I can hopefully offer some useful comparisons between the two.
The melee/ranged combat in Oblivion is simpler than in Skyrim. There's no Duel-Wielding, so a Two Handed Weapon does the highest damage + has a bit of extra reach, and One Handed + Shield comes with extra defense [blocking is still manual].
There's not a perk system in Oblivion either: At 25, 50, 75 and 100 of a particular skill, you receive a particular perk for free. There's also no Enchant Skill: Enchanting is done at a particular Altar, and the charge is dependant purely on the size of the Gem/Sigil stone being used.
There's also no opportunity to 'resneak' an opponent: Once you're detected, you can't go and hide again. This makes melee sneak less viable, and ranged sneak a lot more useful [as it's possible to remain hidden whilst continually launching sneak arrows].
You can make Poisons as well and attach them to weapons. Compared to the Poisons available in Skyrim, they tend to deal less Debilitating-type effects [Oblivion Paralysis poisons are next to worthless] but deal a lot more damage over time. You can make a Triple-Damage poison in Oblivion with relatively common effects that deals crazy damage.
Which is probably just as well, because: Unlike Skyrim, there are a lot of enemies in Oblivion whose health continues to increase as you level, long after your character reaches their maximum damage output. This means that certain monsters can be relatively trivial to fight at low level, and beefcake damage soaks if fought at a higher level.
There are some options available to the player at very high levels (30+) that can make them very difficult to kill, such as Resist Magic and Reflect Damage equipment. But you still have to get there, and enemy difficulty and HP increase substantially around the teen levels. As such, it helps to have at least one highly-trained firepower option by then, and a relatively solid character.
Which I suppose brings me back to your original questions. IMO, Custom Classes are a lot more effective than the Standard ones, though to start with, I'd probably play a pre-set Class to get used to the game. I usually begin any Bethesda RPG game [ elder scrolls, fallout etc] with a Stealth Archer as they're good scouts [exploration is basically built into gameplay, finding archery vantage points etc] but you can probably start with whatever class you wish and fair ok in the early levels.
Unlike Skyrim, you have 'Attributes', which are increased dependent on how many skills ranks 'governed' by that attribute, are levelled within the space of a level [for e.g Blade, Blunt and Hand to Hand are all governed by Strength]. Levelling is a little complicated compared to Skyrim: everything you need to know can be found here.
http://en.uesp.net/wiki/Oblivion:Leveling
Money is fairly easy to come by in Oblivion. An easy way to obtain it early is to join the Mages and Fighters Guilds. Once this is done, several items are available for 'use' by guild members, and can be sold to local merchants. Once into the teen levels, loot becomes very plentiful and it's next to impossible to run out of money if you're consistently adventuring [which is pretty similar to Skyrim lol].
Now: Magic. Is it required for all classes? No, but it makes a heck of a difference if you have it. It is overall more powerful than melee/archery/sneak attacks in Oblivion, but that's not to say that it is completely necessary if you're playing on a Normal Difficulty setting [i.e. with the Difficulty Slider set to the middle]. If you plan on increasing that slider at any stage, I highly recommend using magic lest you want the high level game to be a complete slogfest.
As mentioned above: you can make Custom Spells at a Spellmaking Altar in Oblivion, and this is probably the main reason behind Magic's Dominance in Oblivion. You can make some frankly ridiculous spells that effectively leave other skills in the dust.
A notable example mentioned above was the 'Unbreakable Hammer' spell, in which you Fortify Armourer by 100 points for 1 second and receive all the Armorer perks [including the Unbreakable hammer one] for long enough to repair all your stuff. This basically renders the Armorer skill completely useless once you have this spell [aside from increasing it to level The Endurance attribute!]. Not all fortified skills grant the player their respective perks, but Armorer is one of them.
IMO, Restoration is the best school of Magic to use in combination with Combat/Stealth skills. You can increase it relatively easily by Restoring Health in between fights [though it increases slowly], and if you manage to level it to high enough levels, you can use it to boost skills/stats to very high levels [e.g. the aforementioned Armorer boost spell] and potentially increase the amount of damage your character does. Fatigue and skill level both play a big part in calculating physical damage.
Alchemy is also another skill that is useful for just about any player. You can increase it simply by visiting farms and grinding Food into Restore Fatigue Potions [which you CAN'T DO IN SKYRIM as food crafting is a separate thing!]. Alchemy opens the door for the player to make super battle buff style potions, or tip their weapons with ridiculously powerful poisons.
But probably more importantly than anything read here: Just run around and play for a bit. Get the feel for the game. If your character turns out to be crap, you can always make another one, and it's usually through this process that you learn the most about the game anyway. :)
Hey there, welcome to Oblivion! As someone who's probably played more Skyrim than Oblivion, I can hopefully offer some useful comparisons between the two.
The melee/ranged combat in Oblivion is simpler than in Skyrim. There's no Duel-Wielding, so a Two Handed Weapon does the highest damage + has a bit of extra reach, and One Handed + Shield comes with extra defense [blocking is still manual].
There's not a perk system in Oblivion either: At 25, 50, 75 and 100 of a particular skill, you receive a particular perk for free. There's also no Enchant Skill: Enchanting is done at a particular Altar, and the charge is dependant purely on the size of the Gem/Sigil stone being used.
There's also no opportunity to 'resneak' an opponent: Once you're detected, you can't go and hide again. This makes melee sneak less viable, and ranged sneak a lot more useful [as it's possible to remain hidden whilst continually launching sneak arrows].
You can make Poisons as well and attach them to weapons. Compared to the Poisons available in Skyrim, they tend to deal less Debilitating-type effects [Oblivion Paralysis poisons are next to worthless] but deal a lot more damage over time. You can make a Triple-Damage poison in Oblivion with relatively common effects that deals crazy damage.
Which is probably just as well, because: Unlike Skyrim, there are a lot of enemies in Oblivion whose health continues to increase as you level, long after your character reaches their maximum damage output. This means that certain monsters can be relatively trivial to fight at low level, and beefcake damage soaks if fought at a higher level.
There are some options available to the player at very high levels (30+) that can make them very difficult to kill, such as Resist Magic and Reflect Damage equipment. But you still have to get there, and enemy difficulty and HP increase substantially around the teen levels. As such, it helps to have at least one highly-trained firepower option by then, and a relatively solid character.
Which I suppose brings me back to your original questions. IMO, Custom Classes are a lot more effective than the Standard ones, though to start with, I'd probably play a pre-set Class to get used to the game. I usually begin any Bethesda RPG game [ elder scrolls, fallout etc] with a Stealth Archer as they're good scouts [exploration is basically built into gameplay, finding archery vantage points etc] but you can probably start with whatever class you wish and fair ok in the early levels.
Unlike Skyrim, you have 'Attributes', which are increased dependent on how many skills ranks 'governed' by that attribute, are levelled within the space of a level [for e.g Blade, Blunt and Hand to Hand are all governed by Strength]. Levelling is a little complicated compared to Skyrim: everything you need to know can be found here.
http://en.uesp.net/wiki/Oblivion:Leveling
Money is fairly easy to come by in Oblivion. An easy way to obtain it early is to join the Mages and Fighters Guilds. Once this is done, several items are available for 'use' by guild members, and can be sold to local merchants. Once into the teen levels, loot becomes very plentiful and it's next to impossible to run out of money if you're consistently adventuring [which is pretty similar to Skyrim lol].
Now: Magic. Is it required for all classes? No, but it makes a heck of a difference if you have it. It is overall more powerful than melee/archery/sneak attacks in Oblivion, but that's not to say that it is completely necessary if you're playing on a Normal Difficulty setting [i.e. with the Difficulty Slider set to the middle]. If you plan on increasing that slider at any stage, I highly recommend using magic lest you want the high level game to be a complete slogfest.
As mentioned above: you can make Custom Spells at a Spellmaking Altar in Oblivion, and this is probably the main reason behind Magic's Dominance in Oblivion. You can make some frankly ridiculous spells that effectively leave other skills in the dust.
A notable example mentioned above was the 'Unbreakable Hammer' spell, in which you Fortify Armourer by 100 points for 1 second and receive all the Armorer perks [including the Unbreakable hammer one] for long enough to repair all your stuff. This basically renders the Armorer skill completely useless once you have this spell [aside from increasing it to level The Endurance attribute!]. Not all fortified skills grant the player their respective perks, but Armorer is one of them.
IMO, Restoration is the best school of Magic to use in combination with Combat/Stealth skills. You can increase it relatively easily by Restoring Health in between fights [though it increases slowly], and if you manage to level it to high enough levels, you can use it to boost skills/stats to very high levels [e.g. the aforementioned Armorer boost spell] and potentially increase the amount of damage your character does. Fatigue and skill level both play a big part in calculating physical damage.
Alchemy is also another skill that is useful for just about any player. You can increase it simply by visiting farms and grinding Food into Restore Fatigue Potions [which you CAN'T DO IN SKYRIM as food crafting is a separate thing!]. Alchemy opens the door for the player to make super battle buff style potions, or tip their weapons with ridiculously powerful poisons.
But probably more importantly than anything read here: Just run around and play for a bit. Get the feel for the game. If your character turns out to be crap, you can always make another one, and it's usually through this process that you learn the most about the game anyway. :) [/quote]
Thsnks fir the help!:) I put my major skills into Heavy armour, blade, block, restoration, illusion, athletics, armourer. I'm currently using a steel claymore a guy gave me in a chest.
Also I learned that moving objects around counts as stealing the hard way...
ALSO, doing Whodunit? before 5 of your skills are maxed out will lead to underleveling
same goes with arena, black prince will boost 3 skills and as result you will get less level ups
Which can also be countered with 100% chameleon. Or weakness stacking. Or repeated paralysis. Or 100% chameleon with weakness stacking and paralysis, because I fought things fairly the first 1000 hours and now I just don't give a damn.
tl;dr make sure you have at least one miscellaneous skill governed by each attribute that you can increase to guarantee you get 10 skill increases for each attribute you want to raise for those +5s. Or you could use a mod to simplify it, I guess? I kinda liked managing my skill and attribute progression, personally. Made me feel I'd earned my maximized attributes.
You know, those attributes that I needed just to end up weakness-stacking paralyzed opponents while perpetually invisible. Ain't no shame in fighting dirty. Ain't no joy in it, either.
Word of warning, though: mercantile skill increases are painfully slow in Oblivion because experience is rewarded per transaction, not per item sold. So your options are:
Literally linear warriors, quadratic wizrds if you use weakness stacking. Which is, you guessed it, OP.
Spellmaking calculates its price based on the magicka cost to cast, and that's based on your skill. So naturally, the first thing to make is a fortify restoration spell to pump that to 100, followed by much cheaper spells to fortify your other magic skills to 100.
My advice? Enjoy those Doom Stones that summon bound weapons while you can; soon enough, you'll have better stuff anyway, and they'll just be big rocks surrounded by flowers. I miss the resourcefulness required to get through the early game.
Oh, and only food and containers respawn. So don't sell all the mage guild's books unless you want to spend a lot of time looking at bare shelves.
Also, learn what Damage Attribute does. And Restore Attribute. Those might be a bit of a surprise, if you've only played Skyrim.
And I almost forgot: ghosts can only be hurt with magic or magic weapons. Skyrim just let you stab them with iron; that won't work here.