Created Saturday 10 May 2014
Modified 2014-05-19
Morrowind is not a typical D&D setting. The following differences should be accounted for.
Skills are modified in this game. See Skills.
The creatures in Morrowind are not standard D&D creatures.
Shopkeepers do not carry arbitrary stock.
The quality of items for sale is dependent on the prosperity of the merchant.
The kind of items for sale depends on the kind of merchant you are talking to.
While the general store may be assumed to have all common adventuring supplies, magic items as you know them from D&D are not generally available from stores.
Merchants only buy items they can sell in their store. The typical buy-back value is 25%. Haggling using Appraise, Bluff, Diplomacy, Intimidate, etc. is possible and recommended.
Pawnbrokers will buy 'miscellaneous items', but at a mere 10% of base value. (How do you think Cash Converters make their money?)
Loot is pre-determined. Your enemies will oppose you using any items they have, before you pry said items out of their (living prisoner, unconscious, cold dead) hands.
See Alchemy.
(Should potions be a ranged touch attack or a ranged attack?)
There are no extradimensional spaces in the world of Tamriel. Therefore there are no bags of holding, handy haversacks, portable holes, rope tricks, or any other spells or items which rely on extra-dimensional spaces or other planes.
For carrying-capacity purposes, see the Feather line of spells.
(The only extradimensional spaces in the Elder Scrolls setting are the sixteen Planes of Oblivion, and you really, really don't want to open gates to them.)
There is no magic in Tamriel which can create something from nothing. (This is the same as in Julian's Lands Under Sky game.)
Spells which can be re-fluffed to not create actual matter may be modified for use in this setting.