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Difficulty - Need To Plan Levels? Just How Tough Can It Get?

 
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i3lueHorneT

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Since: Mar 24, 2006
Posts: 8



(Msg. 1) Posted: Wed Apr 12, 2006 1:10 am
Post subject: Difficulty - Need To Plan Levels? Just How Tough Can It Get?
Archived from groups: alt>games>elder-scrolls (more info?)

Keeping at defualt difficulty, does the game get overly difficult if
one should play more of a role-style then planned leveling (near maxing
attribute modifiers/skill levels) style? Should one be okay if they at
least understand how the leveling works and keep an overall eye and
general plan in place, where the numbres aren't really important to
them but 2-3x modifiers are faily constant?

Considering it being played intelligently and not just running around
blindly, how much does difficulty factor in to character design and
leveling?

Not sure I hit what just I'm trying to say, but I think I've gotten the
right 'feel'. Basically can someone go for a genre of character based
on look and idea rather then number crunching and statistics (getting
three 5x modifiers upon levels, placing most used skills as minor
skills so as to not count towards character leveling, etc.) and still
have an enjoyable game played their way, without too much panic and
difficulty in the later stages?

General thoughts welcome, I know its a bit broad and tough to judge,
personally I don't want to be spending too much time worrying over it,
won't be spending that much time a week playing the game so I would
rather enjoy the look and feel of a character and its use then some far
off goal or item usage hours and hours into the distant future while at
the same time I don't want it in the back of my mind that I'll be
needing to re-create it at some point as well.

Thanks.


peace,

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wolfing1

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Since: Sep 26, 2005
Posts: 178



(Msg. 2) Posted: Wed Apr 12, 2006 6:07 am
Post subject: Re: Difficulty - Need To Plan Levels? Just How Tough Can It [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

i3lueHorneT wrote:
> Keeping at defualt difficulty, does the game get overly difficult if
> one should play more of a role-style then planned leveling (near maxing
> attribute modifiers/skill levels) style? Should one be okay if they at
> least understand how the leveling works and keep an overall eye and
> general plan in place, where the numbres aren't really important to
> them but 2-3x modifiers are faily constant?
>
> Considering it being played intelligently and not just running around
> blindly, how much does difficulty factor in to character design and
> leveling?
>
> Not sure I hit what just I'm trying to say, but I think I've gotten the
> right 'feel'. Basically can someone go for a genre of character based
> on look and idea rather then number crunching and statistics (getting
> three 5x modifiers upon levels, placing most used skills as minor
> skills so as to not count towards character leveling, etc.) and still
> have an enjoyable game played their way, without too much panic and
> difficulty in the later stages?
>
> General thoughts welcome, I know its a bit broad and tough to judge,
> personally I don't want to be spending too much time worrying over it,
> won't be spending that much time a week playing the game so I would
> rather enjoy the look and feel of a character and its use then some far
> off goal or item usage hours and hours into the distant future while at
> the same time I don't want it in the back of my mind that I'll be
> needing to re-create it at some point as well.
>
You don't have to worry about levelling or using or not using this or
that skill AT ALL. It's only the min-maxers that are obsessed with
having max stats that are posting about it. I'm playing the game
through for the second time. In both times I haven't cared about stats
or skills I should or should not use. Every time I levelled I was
indeed more powerful. No matter what, at almost every level my main
stats would go +2, sometimes +3. In the few times not all my main
stats went +2 or +3 I went ahead and increased something else like
strength (to carry more things mainly). I haven't had any problems at
all.

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Douglas Henke

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Since: Sep 30, 2004
Posts: 88



(Msg. 3) Posted: Wed Apr 12, 2006 11:55 am
Post subject: Re: Difficulty - Need To Plan Levels? Just How Tough Can It [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"i3lueHorneT" <i3lueSafe DeleteThis @gmail.com> writes:
> Keeping at defualt difficulty, does the game get overly difficult if
> one should play more of a role-style then planned leveling (near maxing
> attribute modifiers/skill levels) style?

Avast! Thar be spoilers ahead, say I.

To answer the question you actually asked: It should be mostly okay,
but it depends an awful lot on whether your character build happens to
be especially optimal, and on the order in which you decide to do
various quests. (Conventional wisdom is that the earlier you go after
the main quest, the easier you'll find the game overall.)

Some things (and some combinations of things) just work way better than
others, and discovering the useful ones plays a much larger role than
min-maxing loopholes in the (bizarre, IMHO) advancement system. (For
example, once I got a sword with a "drain health" effect, the ability
to cast Soul Trap at will, and Azura's Star, I never had to break a
sweat in combat again. I can heal myself by hitting the monsters faster
than they can hurt me. I still die from traps and falling, though.)

> Should one be okay if they at least understand how the leveling
> works and keep an overall eye and general plan in place, where the
> numbres aren't really important to them but 2-3x modifiers are faily
> constant?

Why is keeping the difficulty slider at the default setting important?
Play the way you feel like playing. If it is too hard or too easy over
the long run, move the slider.

> Not sure I hit what just I'm trying to say, but I think I've gotten the
> right 'feel'. Basically can someone go for a genre of character based
> on look and idea rather then number crunching and statistics (getting
> three 5x modifiers upon levels, placing most used skills as minor
> skills so as to not count towards character leveling, etc.) and still
> have an enjoyable game played their way, without too much panic and
> difficulty in the later stages?

Yes, absolutely. If you want to role-play, do that. If you want to
play it like you're doing your taxes, then do that. I know which one
I like, but neither one is more "right" than the other.
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