>>8559
>I know it doesn't, nor do a lot of the mechanics in computer games, but this would make each play through more unique, and it does have at least a bit of logic to it - dunmer get more benefit from glass armor because culturally they like it so they want to use it, altmer make the elven armor and if you're making it you're going to make it to suit your race not other races, khajit already got boosts in the dark in previous games (night vision) and so on.
It makes at least as much sense as the perk in Skyrim that makes you get more benefit from dwarven armor, or how different races are better with different weapon types - same principle really
Yes, but it feels way too metagamey, and takes you out of it. In Skyrim, that perk can at least be explained as "this is a foreign, not often used type of armor that's not fitted to you to begin with, and you've figured out how to get as much use out of it as you can". That's a really weak fucking excuse, but it's viable.
I'm not saying every game has to adhere to Morrowind's example ( Although they should ), because every new installment should offer something new, but it has to fit within the context of it's ancestry. Khajiit developing a healing factor away from bright lights is totally inconsistent with everything about Khajiits up to this point. "Well they can see in the dark so why can't they heal faster in the dark" is not a valid reason. And cultural inclination doesn't make sense either- I'm American, but I'm not any better at shooting guns because of it. I'm good at shooting guns because I've worked at it.
>I'm not saying you wouldn't be able to get all your skills maced out, I'm saying some perks would not work with others, and if you pick one branch of a tree some of the other branches cant then be picked. (e.g.you cant pick a "negotiator" perk that makes you get speech bonuses and so on as well as a "war-machine" perk that makes everyone run away from you).
So you're talking more along the lines of taking "Good-natured" doesn't let you take "Terrifying Presence" (to use an example from Fallout)? I could see that, having to choose perks from within a single skill, and those choices having actual consequence.
>Unless you're saying Morrowind is perfect and anything different to Morrowind is bad I don't see your point? From a "makes sense" point of view logic you used earlier what makes more sense that guild members having to be competent at the relevant skills to join and the guild-master actually being a master of the skills?
I'm going to get flack for this, but no, Morrowind isn't perfect- BUT, there is a reason that it's held up as the gold standard of the series. It makes absolute sense that a Guild Master should be a master of those relevant skills, but the requirements for progression should be obtainable with a REASONABLE amount of dedication.
>This would *hopefully* mean they could make the guild quests better and harder, because they dont have to worry about noobs wanting to be arch mage even though they have novice skills.
>I think the risk with this is that it would be seen as an artificial filler to make the game last longer because it's making you grind before you can do more quests, but as long as they had enough in-between quests ad chores to o this wouldn't be the case
The key to making guild quests more interesting, aside from having requirements that you have to attain, is to have an actual guild, and an actual questline.
Have a series of hubs or outposts for the guilds in each major city, each one has quests to do, one or two for each rank in the guild, and make them something other than fetch quests.
You're putting forward some good ideas, but your ideas on armor and race are more than a little wonky, and need some thought. If it's so meta you'd get laughed out of a tabletop game, there's a problem.