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 for a GM.

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

Weapons
The damage of Oblivion game items is fully linear with no rolls, so to fix this there is the following differences: In base game oblivion there are no 2-Hand Wide (Staves), Spears, Crossbows and Bolts, and Thrown weapons, so these are added here.
 * 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 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.