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 on the Spell Prices PDF.

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.

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. Not including homebrew; these behave normally.'''

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 Strength/100 with rolled damage 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.

Two handed weapons do 2X Physical Damage

Bows (but not marksman ammunition) do 1.5X Physical Damage

Shortswords do 0.75X Physical Damage

Daggers do 0.5X Physical Damage, but it is Piercing 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: The magnitude is then rolled, with a range of N – M damage. On or above 100 Strength Level it is instead M – M damage.
 * 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= Strength Level. This does not apply to marksman ammunition damage.