Social Skills: Difference between revisions

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<noinclude>{{see also|Skills}}
<noinclude>{{see also|Skills}}
__TOC__
There are 16 [[Skills]] in the Social Skill tree. 5 Tier 1 ([[Novice]]) Skills, 5 Tier 2 ([[Advanced]]) Skills, 3 Tier 3 ([[Expert]]) Skills, and 3 Tier 4 ([[Master]]) Skills.
==Skills==
 
'''Skills'''
</noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]]
</noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]]
|?=Skill
|?=Skill
|?Image#50px
|?Tier-number#-=Tier
|?Tier-number#-=Tier
|?Description#-
|?Description#-
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|?Rank 3#-
|?Rank 3#-
|?Rank 4#-
|?Rank 4#-
|?Challenge 1#-
|?Challenge 2#-
|?Challenge 3#-
|limit=99999
|limit=99999
|headers=plain
|headers=plain
|sort=Tier-number
|sort=Tier-number
|order=asc,asc
}}<noinclude>
}}<noinclude>


==Overview==
'''Overview'''
 
In [[Starfield]], [[Social Skills]] revolve around the elements of [[money]], [[power]], and [[influence]]. Remarkably, this game introduces a [[playstyle]] not seen in prior [[Bethesda]] creations - or if it was, it required an almost Herculean effort to achieve. For the first time, a [[BGS]] game has been crafted that allows players to traverse the entire narrative without causing harm to any being. Rather than resorting to outright aggression, players are presented with a plethora of strategic choices that eliminate the necessity to use a [[weapon]]. Some teased approaches from the [[Direct]] include finding alternate pathways like vent systems, or delegating problematic situations to your allies.
In [[Starfield]], [[Social Skills]] revolve around the elements of [[money]], [[power]], and [[influence]]. Remarkably, this game introduces a [[playstyle]] not seen in prior [[Bethesda]] creations - or if it was, it required an almost Herculean effort to achieve. For the first time, a [[BGS]] game has been crafted that allows players to traverse the entire narrative without causing harm to any being. Rather than resorting to outright aggression, players are presented with a plethora of strategic choices that eliminate the necessity to use a [[weapon]]. Some teased approaches from the [[Direct]] include finding alternate pathways like vent systems, or delegating problematic situations to your allies.