It seems like a good way to help challenge the player and try to avoid getting to powerful and rich too quickly.
Pure Game Rules
- lifeishell91
- Posts: 695
- Joined: Sun Feb 08, 2004 12:26 pm
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Pure Game Rules
Does anyone use (or anything similar) to these sets of rules ?
It seems like a good way to help challenge the player and try to avoid getting to powerful and rich too quickly.
It seems like a good way to help challenge the player and try to avoid getting to powerful and rich too quickly.
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
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I prefer using mods that severely restrict the kinds of spells I can use, the money available, etc. Just my take to making the game more challenging.
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- lifeishell91
- Posts: 695
- Joined: Sun Feb 08, 2004 12:26 pm
- Location: In the Imperial Library
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I use a blend of game rule changing mods, to make it harder, and more lengthly. The main things these mods do is reduce the cost of items - such as player made potions, alchemy ingredients and such like. They try to make more money sinks by increasing the cost of silt sider travel, cost of repair and the cost of training - things like that (generally reduce the income slightly, and increase the expense dramatically
).
Other improvements include changes to the skill gain system, slowing them down or speeding them up to prevent a character from leveling ridiculously fast. Also, Creeper and the Mudcrab are disabled as they prove to be one of the biggest downfalls of the Morrowind economy
Other improvements include changes to the skill gain system, slowing them down or speeding them up to prevent a character from leveling ridiculously fast. Also, Creeper and the Mudcrab are disabled as they prove to be one of the biggest downfalls of the Morrowind economy
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