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Speechcraft perks feel invisible—what am I actually missing?

RiftenWanderer

New Member
I'm on my third playthrough (level 24, playing on Switch) and I keep ignoring Speech entirely because I can't tell if the perks actually do anything in real combat or dialogue. Like, does Persuasion actually make a difference, or am I just wasting points that could go to Destruction? And Investor and Merchant seem designed to make me rich, but I'm already drowning in gold by mid-game anyway.

Are there Speech perks that actually change how you play, or is it genuinely a dump stat if you're not roleplaying a merchant character?
 
Speech is genuinely weak in vanilla Skyrim, so you're not crazy for skipping it. But you're also missing some stuff that actually does matter.

The perks that move the needle: the ones that let you sell stolen goods to any merchant (can't remember the exact name, but it's mid-tree) and the perk that boosts prices you get when selling / reduces prices when buying. Those two alone save you from having to fence everything through the Thieves Guild or Delvin/Vex, which is quality of life. Not a game-changer, but real.

The persuasion / intimidation stuff is honestly underwhelming. Yeah, those perks make dialogue checks easier, but you can usually just reload a save or pickpocket a solution instead. On Switch you're stuck with reloads though, so it might feel slightly less pointless to you than it does to me on PC where I can just... not care and move on.

Where Speech gets interesting is if you're doing a no-combat or roleplay build - merchant, diplomat, con artist type. Then those perks feel purposeful. Otherwise, you're right that the gold perks are overkill by mid-game. By level 24 you're probably already swimming in it.

If you want Speech to feel less invisible, the modding community (PC only, sorry) has overhauls that make the tree actually do things - better dialogue outcomes, real mechanical bonuses, stuff like that. But vanilla? Dump it if you want. Destruction will serve you way better on Switch.
 
Yeah, that reply nails it. I'd just add that the persuasion checks themselves are way less useful than they sound because, like they said, you can almost always just... not engage with them. Walk away, pickpocket, punch, whatever. The game rarely gates content behind a speech check you can't bypass.

The one exception I'd mention: if you're doing a pure roleplay run where you actually want to talk your way through situations instead of reloading or finding a workaround, then those perks feel less invisible because you're choosing to use them. But that's a playstyle choice, not a mechanical advantage. On Switch especially, where you're gonna reload anyway, might as well just save the points.

Honestly the real value of Speech on a normal playthrough is just the merchant stuff - being able to unload a full inventory of stolen gear without juggling fences gets old fast. But you could hit that tree once and then bail. No need to dump perks into it past that point.
 
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