The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

Why do people say Oblivion is the worst TES game?
Since we have new people coming in I just wanna elaborate a little bit, why do you think Oblivion is either the worst TES game or if you think its the best in the series say why you think so.
Отредактировано deuceyd; 2 июл. 2018 г. в 22:11
Автор сообщения: IvantheFormidable:
While I recognize that no one really asked for this, and it's a bit of a read, which is an understatement, I'll admit, I thought I'd elaborate on my thoughts about a few quotes. (There is a highly condensed version at the very end, for those short on time)

Mitya: "Roleplaying is supposed to be manifested in-game and not just limited to your brain, well at least in my opinion and at least if a game is to be considered a proper RPG."

Before starting, I do just want to defend Mitya's position. It is absolutely reasonable for a player to want high-quality writing, and a game world that actually responds to the player choices in a significant way. To want roleplaying to be "manifested in-game" and not simply in the mind of the person playing the game.

Personally, I compartmentalize cRPGs into two general groups.

The first group is comprised of games where the player picks up a more or less predefined character, and experience that character's journey. To ground this thought, some examples would be the Mass Effect or the Witcher games. The player is more than able to create their own version of each character, and their versions can drastically change the outcome of a story. The character's motivations, however, tend to be better defined than the next group.

The second group includes games that attempt to create a very open-ended experience where the player makes their own character that is more or less thrown into the game world without any fanfare. Prime examples of this design are TES III - V.

When given a game that fits into the second category, I see two options. The first is to choose to play the character as a blank slate where the only character motivations mirror those of the player. And there's nothing wrong with that, but often these folks are the "one and done" playthrough sorts of players. The second option, is for the player to consciously create a character with a unique background and motivations. And this is what I tend to opt for, as I often will make an outline (even have a word doc for it) of the character before I boot the game up. That way, I have something concrete to refer to. At the most basic level, it's putting the character's motivations first. And this is what, for me, can lead to unique playthroughs even in a game like Skyrim, where I might do the same quest over multiple playthroughs, but it seems exciting and different because each character approaches the issue from a different perspective. And this is where that roleplaying that might be all in my head enters into the game world, informing the character's actions.

And this, I think, is where some folks would look at my previous paragraph and think "wow, it sounds like you make things up to have fun in the game". And I can see their point, and even agree to an extent. But these self-created stories, in my view, are where Bethesda RPGs thrive. It's a sandbox.

And this transitions to my next point, which I'll start with this fantastic quote from Etain the She-Wolf:

"This REALLY puts things into perspective, in my opinion, of the different approaches to these games. I know many people who bought Skyrim, played it for forty or so hours straight, "beat" it, and then shelve it. I also know many people who are still playing Morrowind, Oblivion, and Skyrim to this day with different playstyles and can't even comprehend the concept of "beating" it. "

Ever since Oblivion came out, and even more so with Skyrim, there has been an argument that the games have been dumbed down in order to generate a more mass appeal, which isn't incorrect, but one subsection of this argument is that the player can often finish nearly every quest in the game on a single playthrough. And this, I think, corresponds with Etain's experiences with people who play Oblivion or Skyrim with a single save, beat it by doing every quest they lay their eyes on, and then shelve the game. Again, I feel that I should say, there is nothing wrong with doing that. It's completely valid.

And this idea brings me to Deucey d's quote:

"Ivan repost that Rule Vs Role playing thing"

I cannot claim the rule vs role playing dichotomy is my own idea, as it was expounded in an article about roleplaying in Skyrim that I read years ago. In order to avoid unnecessary confusion, when I use the terms "role player" and "rule player" with a space between the two words, I am only refering to this very specific context, and I do not make any claim that either "role players" or "rule players" are superior, or that people that support one side or the other are wrong.

To distill the essence of the argument, it's that rule players are very focused, and happy, when the game's mechanics and rules restrict or allow certain things to work. For example, a rigid class system. Rule players thrive when these conditions are imposed by the game itself, but often struggle in their absence. Folks that fit this category, as an example, include people that will lament the fact that you can complete the questline for every single guild in Oblivion and Skyrim in a single playthrough, or that a non magic user can become the Arch-Mage. And I absolutely agree, it is extremely odd when the character is simultaneous the head of every major guild in the game's province.

However, on the other side, a role player might respond that there is no reason for the character to become the head of every guild. After all, in the mind of a role player, the only reason that a non-magic user become the Arch-Mage is because the player decided that their non-magic character should become the Arch-Mage. A role player, unlike a rule player, often thrives when restrictions are lifted from the player, and allow the player vast freedom in defining their character. Rather than relying on the game's rules, they construct their own rules. To make the game experience more enjoyable for themselves, they might add artificial constraints, but that they feel fall in line with the character.

To recycle my example from way earlier in this thread, one of my Skyrim characters thought that stripping the dead of their armor or clothes was disrespectful and distasteful. So when playing, I wouldn't take a fallen foe's armor or clothing, even if it was clearly the easier option at times. And this, in part, is why role players tend to enjoy and spend a lot of time with games like Oblivion and Skyrim. In contrast, rule player would typically complete the game and then move on, and look at those still playing the games with some confusion, given the lack of replayability in their eyes.

And the response to this whole rule and role players discussion, is of course the essence of the idea that Mitya brought up. Aren't we simply inventing and creating due to the game's own flaws and failures? To an extent, we are. The lack of real choices in later TES games means that the player often has a binary choice, either do the quest, or don't do the quest. And I think that branching quest paths and endings, especially guild questlines, are something that the Oblivion and Skyrim both sorely lack. I would personally love for more quests, as well as the ability to take a path where someone else becomes the head of the guild at the end of the story, or even that the guild leader remains the same. And I think that's a fairly widespread desire. Within 4 months of Skyrim being released, there was a mod that made Tolfdir the arch-mage instead of the player's character, which to date has over 30,000 downloads. And that's just one of several mods that do the same thing.

Oblivion and Skyrim had and have such expansive modding communities because the players that went into modding realised the vast and relatively untapped potential of the games. And they did so much with the mods that I can only hope that Bethesda learns from them.

To conclude, I think that while some, like myself, might have a lot of fun telling stories within the universe of TES, there are others that play the game through once and declare that they have beaten the game. I'm not going to assert that my view is correct and that their view is incorrect, but it seems that a fundamental difference divides those who complete Oblivion one time and see everything, and those that are still around playing it over a decade later. All this being said, I think that everyone can agree that just because we may greatly enjoy a game doesn't mean that the game doesn't have flaws, or that the formula cannot be improved. Bethesda can, and should, always strive for superior writing and quest design, as well as creating a vast and interesting world for the player to explore.


Short Version: I think that games that have the player take control of a character with virtually no background provide a rich opportunity for the player to tell a unique story, regardless of the limitations with the game's actual writing, and these stories are what draw me back to TES games time and time again. Is the player essentially inventing things and using their own imagination to supplement the game world? Absolutely, but that freedom to tell stories is fantastic, and that's where games like Oblivion and Skyrim shine, at least for me.

However, the lack of choices in latter TES games, typically resulting in a series of binary choices of either "do the quest" or "don't do the quest" is something that I think everyone can point to as needing change. Branching quest lines, as well as mutually exclusive decisions, in my eyes, are essential to the future of the series, as they will satisfy players of both the rule and role category.
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Сообщения 301315 из 388
Regarding guild requirements, the devs of Morrowind made sure you'd be able to proceed in the guilds no matter what by setting their attribute requirements to very low numbers. You might hit your attribute ceiling eventually but you will always be able to improve your skills, with trainers also being abundant. All of the precious mechanics of Morrowind are simply broken, though I don't applaud Bethesda for cutting features every next game instead of working on fixing and improving them. (And they somehow broke the combat of Daggerfall to the point of there being the "always use best attack" option in the setting.) I also assure you, for every feature they cut or simplify, there's a thread somewhere with a person complaining about it being confusing or just not being able to figure out the most elementary things.
Автор сообщения: Mitya
Regarding guild requirements, the devs of Morrowind made sure you'd be able to proceed in the guilds no matter what by setting their attribute requirements to very low numbers. You might hit your attribute ceiling eventually but you will always be able to improve your skills, with trainers also being abundant.

Yes, but spending money on trainers for upgrading skills that are worthless for your character build (i.e. leveling long blade even though you're a pure mage) are choices that you HAVE to make in order to apply for some guilds. Guilds are still locked away if you don't invest in your character the right way.

This is not inherently a broken feature. It makes way more sense for skills rather than attributes to be the deciding factor. Just as in real life, a person may be very powerful (i.e. a high strength attribute) but that doesn't mean he is a good swordsman. The other way around applies as well. If you keep improving your swordplay, you gain more strength because of training all the time. Morrowind's guild system wasn't perfect, but it was fine nonetheless.

Compare these mechanics to Oblivion or Skyrim and you'll soon find out that personal RPing over which skill takes precedence in leveling means nothing. You can become the head of all guilds without creating specific character classes. For example, you don't need to be a rogue with high sneak to become the Gray Fox. Sure, the quests become easier if you do, but they aren't inaccesible.
Отредактировано Ernscht Ende Bobbejaan; 30 авг. 2018 г. в 12:23
Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Nica's Personal "Assistant"
Only if you never commit crimes. Your infamy starts to rise once you do so, which negates the fame.
True, but who commits crimes anyway? It only has negative effects and while you're ''on the run'' it's impossible to speak with guards.
The only infamy you have to take is when you do the Dark Brotherhood and Thieves Guild questlines, but that only amounts to 49 in total, compared to a possible 100+ Fame count. Having a decent Personality also improves disposition, and after you reach lvl. 20 you should have invested some points into that attribute.
Also, if you have KotN installed you can just reset your entire Infamy to 0 by doing the wayshrine pilgrimage.
Um...roleplayers? And no doing general crimes does eventually raise your infamy depending on the severity on it's own outside of any thieves guild or dark brotherhood stuff.
And no ♥♥♥♥ doing a piligramage resets your infamy, your going on a ♥♥♥♥♥♥♥ religous journey to atone for your ♥♥♥♥♥♥♥♥ game world sins. The whole idea about being a Knight of the Nine is beinga knockoff Elder Scrolls version of a Crusader.

Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Mitya
Regarding guild requirements, the devs of Morrowind made sure you'd be able to proceed in the guilds no matter what by setting their attribute requirements to very low numbers. You might hit your attribute ceiling eventually but you will always be able to improve your skills, with trainers also being abundant.

Yes, but spending money on trainers for upgrading skills that are worthless for your character build (i.e. leveling long blade even though you're a pure mage) are choices that you HAVE to make in order to apply for some guilds. Guilds are still locked away if you don't invest in your character the right way.

This is not inherently a broken feature. It makes way more sense for skills rather than attributes to be the deciding factor. Just as in real life, a person may be very powerful (i.e. a high strength attribute) but that doesn't mean he is a good swordsman. The other way around applies as well. If you keep improving your swordplay, you gain more strength because of training all the time. Morrowind's guild system wasn't perfect, but it was fine nonetheless.

Compare these mechanics to Oblivion or Skyrim and you'll soon find out that personal RPing over which skill takes precedence in leveling means nothing. You can become the head of all guilds without creating specific character classes. For example, you don't need to be a rogue with high sneak to become the Gray Fox. Sure, the quests become easier if you do, but they aren't inaccesible.
It's not like that can't be fixed by mods anyway.
Отредактировано FaeVortex; 30 авг. 2018 г. в 13:01
Автор сообщения: Nica's Personal "Assistant"
It's not like that can't be fixed by mods anyway.

That's beside the point. I'm only judging these games on their own merits.
Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Nica's Personal "Assistant"
It's not like that can't be fixed by mods anyway.

That's beside the point. I'm only judging these games on their own merits.
It is entirely possible in Morrowind to be a mage and ♥♥♥♥ poor swordsmen and still be a member of the figheters guild.
Автор сообщения: Nica's Personal "Assistant"
Автор сообщения: -DoCa- Akulakhan

That's beside the point. I'm only judging these games on their own merits.
It is entirely possible in Morrowind to be a mage and ♥♥♥♥ poor swordsmen and still be a member of the figheters guild.

Short answer, no:

0. Associate: Strength 30 Endurance 30 —
1. Apprentice: Strength 30 Endurance 30 One skill at 10
2. Journeyman: Strength 30 Endurance 30 One skill at 20
3. Swordsman: Strength 30 Endurance 30 One skill at 30 and two at 5
4. Protector: Strength 30 Endurance 30 One skill at 40 and two at 10
5. Defender: Strength 31 Endurance 31 One skill at 50 and two at 15
6. Warder: Strength 32 Endurance 32 One skill at 60 and two at 20
7. Guardian: Strength 33 Endurance 33 One skill at 70 and two at 25
8. Champion: Strength 34 Endurance 34 One skill at 80 and two at 30
9. Master: Strength 35 Endurance 35 One skill at 90 and two at 35

You need to at least invest in three combat skills in order to advance in the Fighters Guild in Morrowind. That's what I meant. In Oblivion you can become master of any Guild without maxing at least one specific skill.

It also might be wise to don't swear as often on the Steam Forums. I can't make heads nor tails of some of your sentences with all those hearts in them.
Отредактировано Ernscht Ende Bobbejaan; 30 авг. 2018 г. в 13:12
Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Nica's Personal "Assistant"
It is entirely possible in Morrowind to be a mage and ♥♥♥♥ poor swordsmen and still be a member of the figheters guild.

Short answer, no:

0. Associate: Strength 30 Endurance 30 —
1. Apprentice: Strength 30 Endurance 30 One skill at 10
2. Journeyman: Strength 30 Endurance 30 One skill at 20
3. Swordsman: Strength 30 Endurance 30 One skill at 30 and two at 5
4. Protector: Strength 30 Endurance 30 One skill at 40 and two at 10
5. Defender: Strength 31 Endurance 31 One skill at 50 and two at 15
6. Warder: Strength 32 Endurance 32 One skill at 60 and two at 20
7. Guardian: Strength 33 Endurance 33 One skill at 70 and two at 25
8. Champion: Strength 34 Endurance 34 One skill at 80 and two at 30
9. Master: Strength 35 Endurance 35 One skill at 90 and two at 35

You need to at least invest in three combat skills in order to advance in the Fighters Guild in Morrowind. That's what I meant. In Oblivion you can become master of any Guild without maxing at least one specific skill.

It also might be wise to don't swear as often on the Steam Forums. I can't make heads nor tails of some of your sentences with all those hearts in them.
I said JOINING, not ranking, which doesn't even exist in Oblivion, and what you were originally talking about. Also it's not ♥♥♥♥♥♥♥ hard to read what people read "with all the hearts in them". I'll swear all I want, there's no rules against it. Unless you are a moderator you need to take a ♥♥♥♥♥♥♥ back seat and let them do their job sweety, not some random person like you. No one likes a back seat driver. ;^)
Отредактировано FaeVortex; 30 авг. 2018 г. в 13:22
Автор сообщения: Nica's Personal "Assistant"
I said JOINING, not ranking, which doesn't even exist in Oblivion, and what you were originally talking too. Also it's not ♥♥♥♥♥♥♥ hard to read what people read "with all the hearts in them". I'll swear all I want, there's no rules against it. Unless you are a moderator you need to take a ♥♥♥♥♥♥♥ back seat and let them do their job sweety, not some random person like you. No one likes a back seat driver. ;^)

I sense a little hostility in your comment. I don't think swearing is needed when you are discussing a game, of all things. And it does make you look a little bit stupid, to put it bluntly. I don't take people seriously who swear a lot, it adds nothing to the conversation. I'm not trying to sound harsh, but then again it doesn't matter since you already called me a buzzkill.

By the way, I genuinely did not understand your remark on the wayshrine pilgrimage, whether you thought it was annoying or helpful or whatever. It doesn't take too much time to be honest, and you don't even have to use the specific wayshrines that are marked on your map.

Also, I never said anything about JOINING, I was always talking about the advancement in the Guilds. Don't believe me? Go through my comments again and you'll see I was never referring to the joining of a guild. And guilds in Oblivion and Skyrim DO have ranks, the whole point of my argument was that they mean nothing because they are not tied to skills or levels.
Автор сообщения: -DoCa- Akulakhan
This is not inherently a broken feature. It makes way more sense for skills rather than attributes to be the deciding factor. Just as in real life, a person may be very powerful (i.e. a high strength attribute) but that doesn't mean he is a good swordsman. The other way around applies as well. If you keep improving your swordplay, you gain more strength because of training all the time. Morrowind's guild system wasn't perfect, but it was fine nonetheless.

Compare these mechanics to Oblivion or Skyrim and you'll soon find out that personal RPing over which skill takes precedence in leveling means nothing. You can become the head of all guilds without creating specific character classes. For example, you don't need to be a rogue with high sneak to become the Gray Fox. Sure, the quests become easier if you do, but they aren't inaccesible.
Every other faction in Morrowind has high attribute requirements. Only the joinable factions have something like "35 STR and 35 END" for the highest-ranking position. If this isn't Bethesda wanting you to be able to complete everything (well, almost everything) in one go, then I don't know what it is. A half-♥♥♥♥♥♥ with 35 INT can become the Arch-Mage, even more so, the Arch-Mage of both the Mages Guild and House Telvanni at the same time. And you only need three skills for each guild (some of which overlap), so being a great alchemist and, say, a decent enchanter and mysticism practitioner on paper (even if you never actually practice any magic) is enough to complete the Mages Guild, for example. It's nice though that you at least can't normally join all the houses at once or may fail your Thieves Guild membership by doing certain Fighters Guild quests. There's even some room for choosing how to go about a guild's tasks and advancement. Still, it's half-assed (donkeyed), like the rest of Morrowind's mechanics.

The Thieves Guild and the Dark Brotherhood in Oblivion do have their own way of handling requirements and it's kind of okay. You are required to pay the blood price for murdering people on the job in the Thieves Guild, and in the Dark Brotherhood, you will miss certain rewards if you aren't stealthy (and they already have a fighter and a mage as members anyway). Since you can't betray your guilds, those are fine.

The official guilds could ask you to actually prove your skill in sparring (for the Fighters; e.g. execute a perk move) or by casting a certain spell (Mages). That would be slightly more interesting than just number checks.

Another idea I had back in the day was introducing skill caps based on their governing attributes, e.g. a skill can only be advanced up to ATR+25 (for example). So if your Intelligence and Willpower are 50, you can't have magic skills higher than 75, and thus you wouldn't be able to advance further in the Mages Guild if Morrowind-style restrictions were in place and you has hit your level cap. Unfortunately, I'm a poor scripter, so I was unable to create such a mod.
Отредактировано gr1nie; 30 авг. 2018 г. в 23:31
I'd rather have an invested and unique storyline for a guild than realistic progression requirements, although both would be preferable. But the requirements not being there isn't necessarily a problem anyway. If you're determined to get a realistic feel out of it then absolutely nothing but your own willpower is stopping you from restricting yourself from starting or progressing through a faction by setting your own skill barriers. It may not be "official" and its something Bethesda probably should've done themselves, but I mean if you're playing a role-playing game then surely some imaginative thinking isn't beyond your scope of effort, right.

And honestly that could be said about almost everything that's considered "dumbing down" in later games, with a few exceptions. Like if you don't like fast travel then don't use it, but it's there for people who would like to play the game for the atmosphere or whatever without investing a ton of time in it for RP's sake. Same with skills and classes in say Skyrim, nothing's preventing you from role-playing a class instead of going all over the place. They've begun to leave the games more open-ended so there's a level of flexibility that allows more casual players to play at their own pace while veteran players can actually use their imagination and shape the game into what they want it to be for them with some effort. Which is what role-playing is at its core, stemming from Dungeon's and Dragons a few decades ago. I think that Bethesda made a mistake by having it set in stone from the get go and then opening it up later to the dismay of veterans who are so used to everything being spelled out for them.

I love Oblivion for the landscape, the soundtrack, things that personally make me want to be immersed in the game, but I wouldn't hesitate to say that Skyrim is objectively better in most ways. Because the vast majority of the things I like about the structure of older games isn't lost if I don't WANT it to be, the only logical complaints I have about it that I can't adequately make up for myself are things like the questlines that you can't really do anything about
Автор сообщения: Mitya
The official guilds could ask you to actually prove your skill in sparring (for the Fighters; e.g. execute a perk move) or by casting a certain spell (Mages). That would be slightly more interesting than just number checks.

Another idea I had back in the day was introducing skill caps based on their governing attributes, e.g. a skill can only be advanced up to ATR+25 (for example). So if your Intelligence and Willpower are 50, you can't have magic skills higher than 75, and thus you wouldn't be able to advance further in the Mages Guild if Morrowind-style restrictions were in place and you has hit your level cap. Unfortunately, I'm a poor scripter, so I was unable to create such a mod.

Sounds interesting, although I wonder if it's still possible to level up in the same way. Since you can only raise attributes by small amounts each time, and you need to raise skill levels in order to gain attribute points, it starts to cancel each other out at some point. For example if you reach a cap of 50 restoration, destruction and alteration, and your willpower is below the necesarry amount, you can no longer gain willpower points by leveling up. Hence you will be unable to raise those skills. It creates kind of a Catch-22 situation.

It is still interesting to brainstorm about though, and I fully agree that attributes should have more influence on the gameplay, especially since they got rid of them entirely in Skyrim. That's probably also why all the guilds in that game are a joke, since you can raise any skill you want in Skyrim without penalty. The only game mechanics that influence your playstyle are the (minor) racial powers, and the standing stone bonuses.

I see Oblivion as a kind of middle ground between the more stat-heavy gameplay of Morrowind (and Daggerfall), and the more action-oriented Skyrim. Attributes and character classes are still there, but they don't influence the game that much. Was this the best choice however? I don't know, although TES games did become more user/casual-friendly as a result.
Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Mitya
The official guilds could ask you to actually prove your skill in sparring (for the Fighters; e.g. execute a perk move) or by casting a certain spell (Mages). That would be slightly more interesting than just number checks.

Another idea I had back in the day was introducing skill caps based on their governing attributes, e.g. a skill can only be advanced up to ATR+25 (for example). So if your Intelligence and Willpower are 50, you can't have magic skills higher than 75, and thus you wouldn't be able to advance further in the Mages Guild if Morrowind-style restrictions were in place and you has hit your level cap. Unfortunately, I'm a poor scripter, so I was unable to create such a mod.

Sounds interesting, although I wonder if it's still possible to level up in the same way. Since you can only raise attributes by small amounts each time, and you need to raise skill levels in order to gain attribute points, it starts to cancel each other out at some point. For example if you reach a cap of 50 restoration, destruction and alteration, and your willpower is below the necesarry amount, you can no longer gain willpower points by leveling up. Hence you will be unable to raise those skills. It creates kind of a Catch-22 situation.

It is still interesting to brainstorm about though, and I fully agree that attributes should have more influence on the gameplay, especially since they got rid of them entirely in Skyrim. That's probably also why all the guilds in that game are a joke, since you can raise any skill you want in Skyrim without penalty. The only game mechanics that influence your playstyle are the (minor) racial powers, and the standing stone bonuses.

I see Oblivion as a kind of middle ground between the more stat-heavy gameplay of Morrowind (and Daggerfall), and the more action-oriented Skyrim. Attributes and character classes are still there, but they don't influence the game that much. Was this the best choice however? I don't know, although TES games did become more user/casual-friendly as a result.
hmmmmmmmm
Автор сообщения: -DoCa- Akulakhan
Автор сообщения: Mitya
The official guilds could ask you to actually prove your skill in sparring (for the Fighters; e.g. execute a perk move) or by casting a certain spell (Mages). That would be slightly more interesting than just number checks.

Another idea I had back in the day was introducing skill caps based on their governing attributes, e.g. a skill can only be advanced up to ATR+25 (for example). So if your Intelligence and Willpower are 50, you can't have magic skills higher than 75, and thus you wouldn't be able to advance further in the Mages Guild if Morrowind-style restrictions were in place and you has hit your level cap. Unfortunately, I'm a poor scripter, so I was unable to create such a mod.

Sounds interesting, although I wonder if it's still possible to level up in the same way. Since you can only raise attributes by small amounts each time, and you need to raise skill levels in order to gain attribute points, it starts to cancel each other out at some point. For example if you reach a cap of 50 restoration, destruction and alteration, and your willpower is below the necesarry amount, you can no longer gain willpower points by leveling up. Hence you will be unable to raise those skills. It creates kind of a Catch-22 situation.

You could have it so that you can still increase skills (so they count towards leveling up), but they can’t go past their maximum number. Then when you increase an attribute, your number can increase accordingly.

Although if you change the leveling system (i.e. Skyrim), then this is rather obsolete
Автор сообщения: Bruce Wayne
No one says oblivion is the worst TES game...
"Skyrim sucks"

- Bruce 2018
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