Not the fanciest title, but it'll do, I think.Interkarma wrote: ↑Sat Oct 06, 2018 1:23 am Moved to the modder feature request forum now. You should be able to edit your first post and rename title.
I like this idea, but it's going to require a new mechanic, and here's why: Daggerfall defines weapon resistances by material tier; loup-garou, for example, require silver; harpies, elven? mithril? not sure. Daedra, I'm pretty sure, require something near the top of the list. there's about 10 different weapon material types, with Daedric at the top, and iron at the bottom. So, silver hurts werewolves, but so does elven, dwarven, daedric, and everything in-between.Jay_H wrote: ↑Sat Oct 06, 2018 1:42 am Thanks Interkarma.
Now then, what about damage resistance as a chargen trait? Resist normal weaponry for human opponents, resist natural damage for all beast types, and resist magical damage for atronach, vampire, and daedric types. Maybe 25% or 33% lower.
And a magicka-conversion trait: if magicka is not full, health will not regen during rest but magicka will regen at double speed. If magicka is full, health regens normally during rest.
And a magicka regeneration trait, complementary to health regeneration.
"Resist normal weaponry" would translate closest to, I think, "steel or below", which is steel and iron. Natural damage is actually a "secret", extra tier that goes up to 11. Nothing resists natural damage, so making something resist natural damage would mean even daedric wouldn't affect it.
So, to make a long story short, the solution to this is a new mechanic of resistances to specific materials.
As for resisting specific elemental effects (fire, frost, poison, shock, and magicka), fortunately those already exist.
Those both sound good. Conversely, also, you could have a trait that drains your magicka to heal you until your health is full. Since this is strictly better than the existing method of "no magic during the day or at night", then it should also move the dagger less.
An advantage I just noodled up could be "Dangerous Casting", where you can emergency-cast from fatigue (or health!). One obvious hole to plug is not allowing the player to cast a spell to heal health or fatigue when emergency casting. But if you need, say, a slow-falling spell right now...