Strife:Oblivion

Mechanics of Strife are very much made and suited for a Morrowind based campaign and experience. Because of the flexibility of these mechanics, and the similarities between Morrowind and Oblivion’s items and spell effect list, you can still use this PDF in other TES game campaigns other than Morrowind. This section is about alternate game campaigns you can do, with the changes that need to be made laid out.

Note: Has not yet been officially play-tested, meaning that though written here, they are very incomplete. Feel free to contact me on how I can improve it! This is a page primarily only for a GM.

Added Morrowind Content
The weapons that are added to the Oblivion setting are all missing from Oblivion that were in Morrowind, so Morrowind base game: 2-Hand Wide (Staves), Spears, Crossbows and Bolts, and Thrown weapons. A GM can also add enchanted versions of these base game items in too.

Base game poison spells are also added and are bought from Hannibal Traven (if you are a Mages Guild member) for roughly the same prices here.

Armour
Different armours are categorised differently to Oblivions base game. The following are recategorisations and revised stats of Oblivion base game armours:

Note that GMs may need to give bolded items, as they are homebrew.

Adaptive
These armours you may choose which level to use when calculating PAR. Here gauntlets are split into two separate gauntlets; they are found together but can be worn seperately. Gauntlets that are enchanted as one item must be worn together for the enchantment to work. Arm/shoulder slots are taken up by the chest slot, with their ARs being the same as the chest slot.

Medium Armours
Note: Mithril Armour is found here, their only difference is that each Mithril armour piece's value is multiplied by 0.05 to adjust to Oblivion's economy.

Damaging effect mechanics
This only applies to Oblivion game items and items made for the Oblivion system.

The damage of Oblivion game items is fully linear with no rolls, so to fix this there is the following differences:
 * Unlike with Morrowind items, you do not multiply rolled damage with either Strength, Agility, or Intelligence over 100 to calculate outgoing damage for physical weapons.
 * There is no Chop, Slash, and Thrust damage, so all mechanics that rely on a specific type of damage now just do the weapons only given damage.
 * For +100 Strength Level, all outgoing Physical Damage from you is increased by (Strength Level – 100)%
 * Magnitude ranges for enchantments, spells, and physical damage are calculated by taking the given magnitude on the UESP wiki as M, and then calculating (rounding down): N = M/(1+exp⁡(0.1(50-A))) where A has different values depending on what you’re using:
 * If you’re casting a spell, A = Skill Level of the school you used to cast the spell.
 * If you’re using an enchantment (excluding CE) then A = Intelligence Level.
 * If you’re using a physical weapon, A is either Strength, Agility, or Intelligence, depending on how you would calculate Outgoing Damage for this weapon in base Strife rules.
 * The magnitude is then rolled, with a range of N – M damage. On or above 100 Strength Level it is instead M – M damage.