Elder Scrolls V: Oblivion Part 2?

I hardly used a single scroll in any of my Oblivion playthroughs. In Morrowind, all I used were the Intervention scrolls and Orduvil's Unhinging. Once or twice I used Invisibility or Levitation.

Then I got a ring of Levitation from one of the Televani wizard guys for some reason. Also known as "greatest thing ever."
 
Super-jumping was the way to travel in Morrowind. All you needed was a custom enchantment of 15-25 Jump (depending on personal preferences) and Slowfall 1, as well as good Acrobatics and little encumbrance, and you would have a fast, picturesque and totally cool way to travel.

Also of interest to personal travellers are the Playable Dremora Project, which includes a Daedric Glider in Mehrunes Dagon's shrine, and the Dwemer Sky Glider, which gives the wearer a large Jump/Slowfall combination so that they can literally sit back and glide slowly across the landscape.
 
I know all about the Jump combos. Fun fact: if you fall into water and then cast water walking, you take the fall damage.
 
Super-jumping was the way to travel in Morrowind. All you needed was a custom enchantment of 15-25 Jump (depending on personal preferences) and Slowfall 1, as well as good Acrobatics and little encumbrance, and you would have a fast, picturesque and totally cool way to travel.

You just reminded me of that great NPC that fell out of the sky right at the beginning of Morrowind. I always beelined for his electric long sword, as well as that uber jumping scroll :D
 
It was a short sword and there were three Scrolls of Icarian Flight, which could be used safely in pairs (cast the second just before you land), but the second jump needed to land in water. :)
 
I remember getting stuck in the skybox after setting my jump speed to something ridiculously high once, or at least IO assume I was stuck as when I came back two hours later my character still hasn't fallen back down.
 
I also just remembered that Morrowind's resist magic spell effect worked on equipped enchanted items as well. The boots of blinding speed were awesome when you also had a resist magic effect active, which only made the screen really dark, instead of totally black.
 
I learnt very quickly not to abuse the Jump effect, Scamp! Jump 30 is more than enough for almost any circumstance (and often too much). Jump 70 plus a reasonable Acrobatics will allow you to standing-jump from the base of Vivec's Palace all the way up to the Ministry of Truth!
 
Let's hope that Skyrim becomes a more vertical game as far as mechanics/design goes. NPC's jumping, using acrobatics to scale walls or misc. stuff like Assassin's Creed. Obviously I don't expect the same sort of focus in Skyrim that Assassin's Creed did as far as vertical gameplay, but at least something in that direction would be great.
 
Let's hope that Skyrim becomes a more vertical game as far as mechanics/design goes. NPC's jumping, using acrobatics to scale walls or misc. stuff like Assassin's Creed. Obviously I don't expect the same sort of focus in Skyrim that Assassin's Creed did as far as vertical gameplay, but at least something in that direction would be great.

More vertical would be fun
 
Let's hope that Skyrim becomes a more vertical game as far as mechanics/design goes. NPC's jumping, using acrobatics to scale walls or misc. stuff like Assassin's Creed. Obviously I don't expect the same sort of focus in Skyrim that Assassin's Creed did as far as vertical gameplay, but at least something in that direction would be great.

As much as I'd like some ability to climb (or at least hope over short obstacles where jumping is a bit odd) and slightly more realistic jumping, being able to climb everything like in Assassin's creed wouldn't really be worth Bethesda's time for the Elder Scrolls games sadly. I'd rather have them put the time into better quests and NPC interactions. And better combat would be nice too.
 
As much as I'd like some ability to climb (or at least hope over short obstacles where jumping is a bit odd) and slightly more realistic jumping, being able to climb everything like in Assassin's creed wouldn't really be worth Bethesda's time for the Elder Scrolls games sadly. I'd rather have them put the time into better quests and NPC interactions. And better combat would be nice too.

I'm fine being able to jump 40 feet. That's much more fun anyway.
 
Let's hope that Skyrim becomes a more vertical game as far as mechanics/design goes. NPC's jumping, using acrobatics to scale walls or misc. stuff like Assassin's Creed. Obviously I don't expect the same sort of focus in Skyrim that Assassin's Creed did as far as vertical gameplay, but at least something in that direction would be great.

Wall-crawling/spelunking would be great, but I guess you never played a cat-woman acrobatist in Oblivion. Seemed like all my characters did that since it was always easier to run and jump past than fight the Daedra. And getting into some of the daedra towers was basically rock-climbing, at least by jumping. Same for the thieves' guild questline.
 
I also just remembered that Morrowind's resist magic spell effect worked on equipped enchanted items as well. The boots of blinding speed were awesome when you also had a resist magic effect active, which only made the screen really dark, instead of totally black.

100% resist magic with the Boots. So freaking awesome.
 
Anyone here any news lately? I saw something about a fan interview recently, but I'm too lazy too look :p

As a side question: What is a good way to replicate a leveling system in pen and paper RPG? How can it be translated (skill increase by X number of uses) without a painful amount of accounting?
 
Anyone here any news lately? I saw something about a fan interview recently, but I'm too lazy too look :p

As a side question: What is a good way to replicate a leveling system in pen and paper RPG? How can it be translated (skill increase by X number of uses) without a painful amount of accounting?

Straight Leveling? I'd just go like basic D&D. But really leveling is lame in pen and paper RPGs which is why it seldom happens like that. That's why perks, traits, etc.. are usually incorporated (e.g. D&D 3.5, GURPS, SPECIAL (Fallout), etc..). Some games do away with the concept of "level" (e.g. GURPS).

Oh... you mean "action-based leveling" like Oblivion. Sounds like too much book-keeping really. But what a lot of old-school RPGs would do is recommend reward experience points for how the player played. You could do the same thing skill-wise. Like old a review at the the end of the game ("Geekdor" cast magic a lot, especially the fireball spell, so she gets a 5 skill points in fireball and 1 in Magery in general). Best to do it informal I'd think. Unless you want to have a spreadsheet open while playing, and count ticks....sounds tedious.
 
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