Hey since you mentioned "sword dance" I'm thinking that really should make it into this mod somehow as a melee-class ability. Every hit you land on an enemy increases your movement speed by 10-15% for 10-15 seconds. Stacks with itself. Alternatively, every hit gives you 10-15% extra stamina regen.
SkyRe implements something similiar, a combat buff that is applied whenever you hit and that stacks within itself. I was thinking of improving physical damage and/or attack speed or crit rating, but I like your suggestions. I have a lot of "steroid" spells that improve Stamina regeneration already. I will mod that to fit in with my idea of how the different melee playstyle should perform, because what I truly want is that every playstyle feels unique and different, and it's not just the same **** with different weapons for flavor.
i.e.:
-Assassin needs to constantly move, dodge and reposition itself in order to not die, bursts in, does lots of damage, finishes oppoents off with powerful instant spells, and bursts out again
-Rogue instantly jumps the strongest target, stunlocks it and confuses/blinds the less powerful enemies, then brawls until there is no one left
-Thief uses the sneak modifier to deal insane amounts of damage with one hit, apply a poison, and then disappear into the shadows, taking opponents out 1 by 1, but always being on the treshold of being seen and.. dieing
-Berserker is constantly mashing fast attacks which heal for a slight amount, while taking massive damage, maintaining a dangerous equilibrium where being close to death increases your damage significantly
They all use the same weapon setup: Dual Wielding two weapons.
These are all completely different playstyles, and it's also very important to me that every class has specific weaknesses: For example a Thief can never win a duel, even against weaker opponents, the Berserker will just drop instantly if he is paralyzed and can't heal himself, the Assassin can't dodge if he's slowed and can't take many melee hits, and the Rogue is screwed when facing multiple targets, especially if they are scattered.
If you can ride animals, will they behave like NPCs? I.e. will they get their own rolls to shy away from nearby enemies and so on?
I think they already do that anyway.
Wolves is pretty easy; they might be able to sniff out items and/or play fetch and bring you back items.
For bears, riding them around! Especially across water. In Skyrim itself, if you ride a horse into the water it's extremely slow.
Perhaps sabre-cats can provide night-vision to the player for short periods of time.
I'm not sure if the snow-themed versions should be any different or just a cosmetic thing.
I'l liking this very much, especially the Wolf's abilities sound cool and unique.
As for riding bears..
https://www.nexusmods.com/skyrim/mods/30132
I remember one of the previous versions had the Alchemy skill gradually reveal all 4 "powers" of each ingredient. You could have an Artifacts skill that would gradually reveal items different powers as your skill increased, more powerful artifacts required a higher skill to figure out. It always struck me as odd that in Skyrim you could always tell what magic items did.
Alchemy ingredients still work that way. As for the "artifacts", that sounds brilliant, a lot like how they worked in Diablo II iirc, no? Though I'm not sure how I would implement that without a ton of papyrus coding