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.

Clothing, Books (including Black Horse Courier and Notes), Ingredients, Keys, Potions, and Miscellaneous Items (all of which including appropriate quest items) are all as stated in the Oblivion game, as well as Clothing and Other artefacts.

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!

These mechanics only apply to Oblivion game items and items made for the Oblivion system.

Controlling NPCs
In Oblivion, an NPCs given 'Aggression' stat is treated the same as their fight level in traditional Strife mechanics.

Security - Lockpicking and Probing
The GM is encouraged to add traps to locks to probe, just like in a Morrowind campaign how a GM is encouraged to add physical traps, just reversed as Morrowind lacks physical traps and Oblivion lacks magical traps. Other than this, physical traps may also be disarmed with probes as normal.

Lockpicking is normal in Oblivion. Lock levels are enumerated depending on their type. The GM may either choose to use the given set level for the lock or roll within its level range for lockpicking: