The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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D-A-C Nov 26, 2013 @ 12:29pm
Two-Handed Character RP Ideas?
Hi guys.

I was planning on trying a character I have never done before ... I two-handed head warhammer using head smasher lol.

My inspiration actually came from watching/reading GoT and imagining a younger, stronger Robert Baratheon straight up smashing Rhaegar lol.

Anyways, I was wondering if you guys could help me with the one problem I have with such a character:

What Kind of Roleplay Could I do?

What I mean by that is, obviously this type of character would be into Smithing, Heavy Armour, Two Handed etc, but how could I RP it in such a way that I could still take part in Dark Brotherhood, Thieves Guild and Mage's College Questlines?

I really enjoying being able to do various quests without limitations, but I am having trouble imagining the type of Robert Baratheon character actuallly be an assassin or especially a thief lol.

Then there is the whole problem of not really using much magic (just sticking to alchemy for potions) and the mages college quests lol!

Any and all ideas for a two handed, warhammer wielding Nord, Dragonborn, young Robert Baratheon style headsmasher would be really appreciated.

Thanks! :)

(Also, I don't want to actually play as Robert Baratheon as a caharcter, he is just the inspiration for the idea and style of game I'm looking to play!)
Last edited by D-A-C; Nov 26, 2013 @ 12:30pm
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Showing 1-12 of 12 comments
Casul Gamer Nov 26, 2013 @ 1:19pm 
I don't see a conflict about the character using magic. Clerics (and especially paladins/templars) often wear heavy armor and are skilled in combat. If you want additional cleric/templar spells you can check out Apocalypse spell package. There's a couple in there that would be fitting.
Last edited by Casul Gamer; Nov 26, 2013 @ 1:20pm
D-A-C Nov 26, 2013 @ 1:38pm 
Originally posted by SuperLotus97:
I don't see a conflict about the character using magic. Clerics (and especially paladins/templars) often wear heavy armor and are skilled in combat. If you want additional cleric/templar spells you can check out Apocalypse spell package. There's a couple in there that would be fitting.

Wouldn't it be really difficult playing with Two Handed Weapons while simultaniously using magic? I was planning on just sticking with Enchantments as I wouldn't have a free hand using 2h weapons.
Casul Gamer Nov 26, 2013 @ 3:29pm 
Originally posted by D-A-C:
Originally posted by SuperLotus97:
I don't see a conflict about the character using magic. Clerics (and especially paladins/templars) often wear heavy armor and are skilled in combat. If you want additional cleric/templar spells you can check out Apocalypse spell package. There's a couple in there that would be fitting.

Wouldn't it be really difficult playing with Two Handed Weapons while simultaniously using magic? I was planning on just sticking with Enchantments as I wouldn't have a free hand using 2h weapons.
There's an apocalypse spell that increases your attack damage. You can cast that before battle. Same with conjuration spells. Also, there's a restoration perk that allows healing spells to restore stamina so that would be useful since I assume you'll be doing a lot of power attacks. As for casting spells in battle I'm not sure how tricky that would be.
Last edited by Casul Gamer; Nov 26, 2013 @ 3:30pm
General Sherman Nov 26, 2013 @ 4:24pm 
Conan the Barbarian was a thief. Just sayin, one of the most iconic "two hander" characters in all of fantasy spent most of his early "career" as a stealth-sh rogue/thief.

Just imagine that you are a "fish-out-of-water" and then play accordingly. To be honest, there isn't much opportunity for reole-playing in Skyrim.

Akagi Nov 26, 2013 @ 4:57pm 
Using magic is actually really easy with two-handers. Just hotkey the two-hander to 1 and then equip a spell on each hand. Then when you press 1 it switches back and forth between the two-hander and whatever spells you had on. It's honestly less finnicky than trying it with one-handers.
Casul Gamer Nov 26, 2013 @ 5:23pm 
Originally posted by IG General Sherman:
To be honest, there isn't much opportunity for reole-playing in Skyrim.
What do you mean by that? Skyrim is pretty open-ended as far as what you can do.
Jo Nov 26, 2013 @ 6:01pm 
Originally posted by Infernisle:
Using magic is actually really easy with two-handers. Just hotkey the two-hander to 1 and then equip a spell on each hand. Then when you press 1 it switches back and forth between the two-hander and whatever spells you had on. It's honestly less finnicky than trying it with one-handers.

That's a good tip, didn't think of that. I'm a two-handed weapon fanatic and trying to switch to spells on either hand is a bit confusing for me, so this is helpful!

To the OP, it might help if you get a follower who specialises in something that complements you, eg someone with mage skills or one-handed/shield or archery skills. However as a two-handed wielder I still was able to do the Thieves Guild, Dark Brotherhood and Mage College stuff. It's recommended to get your one-handed and archery skills up in any case even though you're going to focus on two-handed mostly.
VisciousFishes Nov 26, 2013 @ 6:12pm 
How strict/deep a role play are you going for? Is it one where you don't save unless you're at a bed kind of role play?

I only ask because I am kinda role playing a pure mage at the minute but realise that certain parts of the main quest require certain allegences. You could role play the whole "bad guy goes good but still not 100% good, then cleans up his act becoming the deep but flawed hero" kind of role play then I have plenty of ideas on how you could play your game and still manage to hit every guild before touching the main quest/civil war quest lines. Although I don't want to tell you how to play your game.
D-A-C Nov 26, 2013 @ 6:46pm 
Originally posted by jakethebusker:
How strict/deep a role play are you going for? Is it one where you don't save unless you're at a bed kind of role play?

I only ask because I am kinda role playing a pure mage at the minute but realise that certain parts of the main quest require certain allegences. You could role play the whole "bad guy goes good but still not 100% good, then cleans up his act becoming the deep but flawed hero" kind of role play then I have plenty of ideas on how you could play your game and still manage to hit every guild before touching the main quest/civil war quest lines. Although I don't want to tell you how to play your game.

Thanks for all the responses so far guys, they have been really helpful.

With regards Roleplaying, I'm not very strict, as in I need to eat everyday, or can only save at beds etc (although I might give that a go cuz it sounds fun!) its more just to do with ways to limit myself in terms of perks or item use.

For example if I am a non-magic user ... I just won't use magic ... at all!

Or if I'm a good guy I won't undertake quests that require me to do bad things (unless there is no avoiding completing the quest),

For example in my latest playthrough as a palidan I only wore enchanted Advanced Steel Armour/Weapons and no further than that but also had robes I would dress in for towns that had enchants for smithing, enchanting so I'd wear them mainting my armour, I didn't use potions I didn't find, only used Maces and Crossbows, and never stole anything I didn't have to, only used fire destruction spells and conjure flaming familair and that sort of thing.

What I'm having trouble figuring out is how would a Heavy Armour wearing Nord Two Hand Warhammer user, possibly join the Thieves Guild, Dark Brotherhood or Mages College questlines?

Because as this is my first time using this type character I don't want to limit myself in what quests I can and can't take.

I was also generally looking for ideas for certain RP ideas I could incorporate, like only using two handed weapons, only use heavy armour, no restoration magic only potions bought or found etc.
VisciousFishes Nov 27, 2013 @ 6:51am 
Firtsly - are you a paladin again? I role played an arcane archer character and did all the guilds and this is how I went about it. ***********avoid the main quest for as long as possible (while this means you wont have Dragon shouts it's still a good idea**********

I didn't join a guild until I was at least level 15 or 20. I made up my skills by focussing on 2 schools of magic and one weapon, one armour (illusion and restoration, bow, light armour and alchemy) and went hunting and taking on a few jobs like kill the bandit leader while avoiding Whiterun.

Once you're above level ten it's time to start looking at guilds (while still avoiding main quest). Although it might be worth getting the main quest done to the point of the party (just don't go the party - leave it as it's a rager and they'll party like it's 1999).

The guilds thing needs a bit of careful consideration. It's not important which guild first but I would suggest either theives or college first. College first will give you some good training for your magic skills which can be used for the theives guild. Once both of those guilds are done it's time to think Brotherhood or Companions. I'd go companions first and then you'll have a good grounding in the armour, weapons and magic which will make you a better assassin. All the while picking up jobs like the bandit leader jobs/help civillian etc.

Being selective in your skill set is must although the legendary effect on skills will make a good selection of skills moot.

I have a really long version for you but it's far too long for here - don't want to take over your thread. I have role played it with every guild completed although technically you can wipe out the brotherhood and not join it which would fit your idea but not give you all the perks for joining.

With my Arcane Archer build (which is my favourite build and can make you almost god-like in the game perspective) I managed to join and complete every guild and ended up one-shotting most enemies with a few more for the dragons. Right now I am role playing a pure mage with a spells mod (as there wasn't enough vanilla spells) but I have already found the limitations on that build - i.e. the game is built around the idea of joining at least the main three (theives/college/companions) guilds. My arcane archer had the following skills - light armour, bow, restoration, alchemy, illusion with a touch of single handed blade. By level 60 my character was O/P which spoilt the fun a little (my character was pretty Uber). My pure mage is all about magic and nothing else - not a single piece of armour or a weapon (not even conjoured) but that has already hit it's own limitations.
D-A-C Nov 27, 2013 @ 7:04am 
Originally posted by jakethebusker:
Firstly - are you a paladin again? I role played an arcane archer character ...

Thanks for the detailed response!!!

I'd be really interested to hear how you did that roleplay you do to complete every single guild.

I think I'm going to use your model of how/when to do quests and join guilds for this playthrough as thats exactly the type I like. Fun, thematic, but not too restrictive and more balanced if anything lol

The main issue I have with joining the Theives Guild is how does a Heavy Armour wearing brute also be a thief? Should I change into civilian clothes to blend in? Samewith the Dark Brotherhood, are their assassins that wear big heavy armour and smash their targets heads in with warhammer lol? I always imagine light armour/no armour, poisons, magic etc for those types of quests.

Also, it would be great to hear your ideas for how a Paladin type character could do the Brotherhood or Theives Guild quests, that would be awesome.
VisciousFishes Nov 27, 2013 @ 8:03am 
O/P- Every paladin begins as a milk drinker who can't hold his own axe ;o)

I have never played a Paladin but I have a rough idea on how to get you started.

At the Start of the game ignore Whiterun and Rivewood as they're main quest orientated. As all "bots" (fighting NPC's) will be levelled you can deal with them with anything you've scrounged through the training quest. Try and head get all the main "capitols" on your map for fast travel purposes. Pick up civillian quests (Amren's sword is a good example)

After that - join the college first. That's going to give you access to Collette (high level restoration training) and help with your restoration school. I would also invest in illusion (trust me it's a worthwhile skill to invest in for a n00b character) as you can get the enemies to kill each other before they attack you. I'd pick up a few Bandit leader quest provided they don't take you to Whiterun hold. (as we're avoiding the main quest for now).

Now, once you've done the preliminary quests for the mages (Sarthaal) start doing the quests for the other students. A mage follower is invaluable and pretty easy to get. You don't start being a paladin yet so you don't need to follow the "Knight's code" yet. This means you can be pretty liberal with yuor morals and join the theives. (student start, rebellious teens ;) )

The theives guild will give you a good grounding in your stealth skills and help you to train **one handed** (think of it from a logical perspective - you learn to swing a one-handed axe long before you get your two handed).

Now, that's the college started and the theives working. In fact, I'd then go on to complete the theives guild. Take in the first few main quest tasks and get to the mission where you have done the Horn. Complete that and start to reap the rewards for completing it. (Don't do the party yet)

Now, you'll have pretty much all towns at your disposal and a reasonable skillset and at least one of the guilds done (probably theives, possibly college). (From a role play element it's the mis-spent youth, building a certain amount of guilt). By now you should be ready to either do the companions or the assassins. Don't forget to do the odd quest for people (civillians, priests, random mercs) and chat to everyone. Bandit leader quests are great early on as they provide good training and loot oppertunities. If the thieves are complete it's time for a guilty conscience make character go "straight" angle or I'm quite happy not being that good. If happy being bad then complete the assassins (personally I'd leave that til last as it employs all your skills as a Paladin). Else, join the Mercs (companions) for some justified head bashing (weapons/armour training) and then join the assassins. This playthrough is all about guilt and attonement. This is a paladin with a troubled background. Once the companions and assassins are finished (that should be three guilds completed and leaving the mages to finish) it's time to "focus on the mind" and go back to the college to finish the college off (consider it "Paladin retirement" until you are called up on to "sace the world"). By now there should be no guild quests left, just the main quest and the civil war.

If you have anymore questions then hit me up with a friend request and I will help you refine the build a bit more. Just remember that unlike it's predecessors you can complete each of the guilds with a skill set that barely touches 50 across the board. That said, careful quest selection and such will help you be the one who's worthy of being head of every guild. The legendary system is your friend in this build too. (e.g. legenday light armour, then start on heavy)

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Date Posted: Nov 26, 2013 @ 12:29pm
Posts: 12