I had not seen this before. Overall I think it is well balanced and nostalgic for an old fart like me. (I have been playing since Daggerfall came out.) While the ritual stone is a dramatic turn around from the vanilla game, it would be great for a paladin style playthrough that didn't want to heavily invest in Restoration perks.
Edit: I know of the mod Simple Paladin, and I have enjoyed it, but I am setting up a portable very low sized mod list to zip and store in various places, that still does not restrict the class I play. I am talking vanilla graphics optimized and reduced to 512-1k, SMIM, vanilla lighting and sound, my own very light reshade, and maybe 20 plugs total, not counting unofficial patches and basic UI. This is perfect for that purpose.
For the Lord stone, why not have it be a global 20% reduction to all physical damage taken and a 20% increase penalty to all magical damage taken? The idea being the Lord is a valiant who will never be felled in melee combat, but treacherous magic may yet slay him.
The Lord in Oblivion and Morrowind was a potent heal over time spell coupled with the passive fire weakness. The name of the abilities were things like "Trollkin" and reflected the game mechanics of trolls(regenerating health and weakness to fire).
I don't think I'm willing to abandon the regeneration aspect of the Lord, it just feels like too much a part of its identity, but swapping the fire weakness out for a more generalized magic weakness might help with some of what I dislike about how it feels. It could move it away from elemental russian roulette and more into the realm of casters as an archetype being a dangerous foe to Lord characters.
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Edit: I know of the mod Simple Paladin, and I have enjoyed it, but I am setting up a portable very low sized mod list to zip and store in various places, that still does not restrict the class I play. I am talking vanilla graphics optimized and reduced to 512-1k, SMIM, vanilla lighting and sound, my own very light reshade, and maybe 20 plugs total, not counting unofficial patches and basic UI. This is perfect for that purpose.
Bards Reborn (4.0+) has spells/powers that cost stamina, perhaps you could look at them to see how it can apply to the powers here.
I don't think I'm willing to abandon the regeneration aspect of the Lord, it just feels like too much a part of its identity, but swapping the fire weakness out for a more generalized magic weakness might help with some of what I dislike about how it feels. It could move it away from elemental russian roulette and more into the realm of casters as an archetype being a dangerous foe to Lord characters.