Sunday 11 January 2015

The Elder Scrolls Conversion Project; Classes

This is a post I will keep updating, and as soon as the classes will be done, I will link them to their place. 

Classes were never as big in the Elder Scrolls games as they are in D&D, but I will not change the whole system for this conversion, and only modify and take out the classes that cannot fit in the world at all. In this post I will list them, and I will put a short summary next to them, but the modifed classes will have their own separate post.




Barbarian: No change at all. Players will be able to take the barbarian class (and it's subclasses) normally.

Bard: Only change to the spells, detailed in the post about magic and spells HERE.

Cleric: The Cleric class is unavailable. Players will not bet able to play clerics.

Druid: The Druid class is unavailable. Players will not be able to play druids at all.

Fighter: The class is largely unchanged, the Eldritch Knight archetype will be renamed to Battlemage, and the changes to the spells apply there too.

Monk: The class is completely changed. It will allow players to play as an initiate to the Way of the Voice.

Paladin: The class is unavailable. Players will not be able to play Paladins.

Ranger: The class is unchanged save the changes about spells and magic.

Rogue: The class is largely unchanged, the Arcane Trickster archetype will be renamed to Spellblade, and the arche type is modified a bit. The changes to spells and magic apply here too.

Sorcerer: The class is unavailable. Players will not be able to play sorcerers. Certain features are transported to the reworked Wizard class.

Warlock: the class is renamed to Daedric Cultist. There will be 17 pacts for Daedric princes instead of the base 3 pacts, which are removed. The list of invocations change as well. The changes to the spell list apply here too.

Wizard: The class is renamed to Mage, and is changed. No spellbooks and preparing spells, and other changes too.




5 comments:

  1. I'd argue that the Vigilants of Stendarr and certain priests, coughcoughERANDURcoughcough justifies the Cleric class.

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  2. These happened in few instances, and with the vigilants, and temple healers in oblivion, I have never got the impression of divine source of magic. Furthermore, in Morrowing where you could actually be a member in the Imperial cult, you didn't get divine powers.
    In those rare instances, where divines directly intervene, I think it would be more flavorful and special to solve it in other ways. A divine boon, sort of, bestowed directly by the 9 to the player, like in the case of Pelinal Whitestrake.

    My reasoning behind removing the cleric class is that I wanted these things to be exiciting and rare. Erandur might be blessed by Mara, but who else is? If I make cleric an available class everyone can be Erandur and it won't be special.

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    Replies
    1. You could make the cleric a subclass for other main classes, since the average joe Imperial soldier is probably only level one or two fighter, three maximum.

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  3. Do bards still use charisma as their modifier and or DC

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