Skyrim Character Building » Discussions


The Ideal Build Requirements

  • Member
    January 8, 2014

    I don't really care about backstory in general, unless it affects gameplay. In that case, I like it to be very short and to the point (1-2 paragraphs) or else a link to a story/blog that details the character for anyone who is interested. For faction-based builds, I like a short explanation on the faction's purpose and philosophies, since that will usually help shape the gameplay/roleplay. But I could care less about individual character backstories; I'd rather create my own in most cases.

    I prefer artwork to screenshots in general, but I do like to see at least one screenshot in every build, especially for builds that call for specific loadouts and/or armor combos.

    Gameplay is where the meat of the build should exist, IMO. I like a fairly short RP section with only relevant and interesting RP elements that help shape the gameplay experience and reinforce the character's moral position. But gameplay, I like to be in-depth. This is where most builds are truly made to me. Playing a build to completion should be a 30-50 hour experience at minimum, and the gameplay is going to be far and away the most prevalent factor in keeping that playthrough fresh and engaging. RP and backstory can only make a character interesting for so long; if the gameplay is dull or stale, it's not going to work for me.

    I don't generally care about the presented endgame level so much as the hours the build will require (which is hard to predict). That said, for the sake of convenience/practicality, I like to see builds presented around level 35-50. For builds that go to 50+, I like seeing a "mid-game perk spread" around level 25-30 so you get an idea of how to develop the character as you progress. And you'd better have a damn good reason for needing to go much further than level 50.

    I don't care too much about how hard the endgame equipment is to come by as long as two conditions are met: (1) It adds something important to the build, and (2) There is an easily attainable substitute for the early/mid-game. For the Regulator, I started with Ancient Nord armor and crossbows, then transitioned to Ahzidal's armor and bound bows as they became readily available. The gear I started out with was easy to obtain and perfectly functional at lower levels, and it reinforced the style of the endgame equipment in both aesthetic and application.

    I prefer perk spread images over links for sure. Especially if they are designed well. Something relatively minimal, easy to read, with a nice quality typeface and a bit of color. I almost never click links to sites like SkyrimCalculator.

    Apart from gameplay and perk selection, I think it's really essential to have an equipment section. Even if it's just an image with the armor you used. I also think a brief introduction of some sort is important, i.e., explain what you were trying to accomplish with this build, why it stands out, etc. Special Moves are cool but can really detract from a build if they aren't actually special — that is, original, relevant, and effective. Race, stone, skills, and any other key information (passives, Shouts, spells, attributes, relevant quests, etc.) as needed. No need to include quests, Shouts, spells, and passives unless they are actually necessary to the core of gameplay/roleplay though.

  • Member
    January 8, 2014

    Can you elaborate a little more on your third point? I just can't picture gameplay spread in different sections. 

  • Member
    January 8, 2014

    Hmm, jake I disagree with your first point of player's destiny as dragonborn being hardcoded in the game. You can simply avoid going to Bleak Falls Barrow/talking to Jarl and never see any dragons therefore never know your dragonborn destiny 

  • January 8, 2014

    1. I don't know why but in-depth backstories tend to throw off my own roleplay, so I prefer short ones.

    2. Artwork. You really can't express your character with Vanilla game limitations, but when it's done outside of the game you can do so much more.

    3. As much as possible. Whenever I go into a build, before I read it I check the gameplay section. If the gameplay is good I read the rest. Skyrim is a game after all.

    4. Anywhere between 25 and 50.

    5. I understand that sometimes it's not easy to obtain needed equipment early, and that's okay with some builds, but the reason I've never played Mason's Ebony Sentinel or whatever is because for the first 20 hours or so you're running around without any Ebony armour.

    6. On site and on an image.

    7. Apart from gameplay and roleplay I really don't care as long as there are enough sections to explain the build.

  • Member
    January 8, 2014

    Good points. What do you think of lore backgrounds? Can they be off-putting for people not so versed in ES lore, or they make the best backstories? 

  • Member
    January 8, 2014

    If there are multiple key elements of gameplay, you can split it up into subsections to keep it organized and avoid walls of text. e.g., a werewolf build can have a section for human form gameplay and a section for beast form gameplay. The Montalion has two very distinct gameplay styles, so I split those up into two "paths" and presented them as separate gameplay sections. Or even just a build that has a few different forms of combat at its disposal — e.g., the Regulator has a section for archery, a section for unarmed, a section outlining Marked For Death, and a section outlining potions that support gameplay.

    On that note, I really like seeing a separate section for Alchemy builds that includes a few sample recipes — especially ones that actually make a difference in gameplay. Potions can act as "special moves" or even necessary elements of combat and/or setup. I like seeing those explained separately rather than lumped in with other gameplay elements.

  • Member
    January 8, 2014

    The problem with that is by ignoring mainquest you aren't allowed to fully play the game in its entirety. You won't be able to have a general work-arounds (in the form of shouts) for the games lack of optimization as well as you won't be able to access certain items and abilities, spells and powers (meaning you'll be gimping yourself in the long run).

  • Member
    January 8, 2014

    Ah, I see  I always like to see just a gameplay section detailing how the character deals with different kinds of enemies like mages/archers/barbarians/dragons. But I do agree that if the build's gameplay can be broken in separate parts than you can (and should IMO) do that in the build. Also, I love those recipes! 

  • Member
    January 8, 2014

    Hmm, technically speaking yes, but it's a choice you make. You choose not to be a dragonborn, which leaves you out of shouts and soul absorbing powers of one. You can say that you're gimped, but you're just a normal person

  • Member
    January 8, 2014

    I'm surprised nobody mentioned equipment section before. It always felt like an important part of the build for me, but it should be executed well enough, not a huge image with gear names, but a neat section