OBJECTIVE:
Reach rank 10 in any guild except the Thieves Guild.
RULES:
- When a guild offers you any quest, you must accept it. Commoner and merchant quests are optional.
- Using Hand-to-Hand is forbidden. It can be chosen as a primary/major/minor skill and trained for the sake of leveling, but cannot be used for combat.
- You may only carry one weapon at a time, in addition to one bow and unlimited arrows. Additional weapons can be stored in the wagon, but you can't carry more than one at any time.
- Donating to temples is forbidden since it's reported to grant large reputation gains.
- No using the console to cheat your way to quest objectives, etc.
- No repairing.
- No bank loans.
- Very High reflexes.
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Ironman (viewtopic.php?f=27&t=2586)
Roleplay & Realism, weight restriction enabled (viewtopic.php?f=27&t=2298)
Warm Ashes, all packs enabled (viewtopic.php?f=27&t=1087)
OPTIONAL:
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Ironman Game Systems
Quest Pack 1 (viewtopic.php?f=27&t=924)
Archaeologists (viewtopic.php?f=27&t=888)
Starting Dungeon Randomizer (viewtopic.php?f=27&t=2669)
Any graphical mods
Optional Main Quest (https://www.nexusmods.com/daggerfallunity/mods/47)
Tedious Travel (viewtopic.php?f=27&t=1293)
Airships Mod (viewtopic.php?f=27&t=2324)
FORBIDDEN:
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Magicka Regen (viewtopic.php?f=12&t=1653)
Carry Weight Customizer (https://www.nexusmods.com/daggerfallunity/mods/22)
Experimental Smaller Dungeons
Quest Selection List
Any mods not listed are considered optional.
I'll be happy to hear any feedback about the concept, including the mod requirements. The goal is a bit bland but it's concrete, specific, and long-term. I'm on the fence about Tedious Travel; when mixed with Warm Ashes it gets very grindy and that's probably unattractive for people who've tried it. Warm Ashes to me is more important than Tedious Travel if the two don't mix well.
If you're going to try it, I recommend making a separate DFU installation labeled "Ironman" and configuring all the mods there as appropriate.