An Analyzation of Skyrim and Oblivion and their failings in Character Progression

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Flare_Dragon123

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One thing that has always been excellent in The Elder Scrolls series is its basic character progression system. In order to become the most excellent swordsman in the land you will have to actually use swords. In order to become the demi god sorcerer nuker you will have to start with your trusty fireball. In order to become the sneakiest invisible nothingness in the room you are going to have sneak past a blind deformed elf or two.

In short, you get what you earn.

However, as a gamer I have two very distinct separate problems with both of the last two Elder Scrolls games. Oblivion doesn't let me get powerful enough and Skyrim lets me get too powerful.

Now that may sound like I'm just difficult to satisfy, but I actually feel like, while both games accomplish character progression in a way that no one else does, its very easy to tell, in multiple areas between Oblivion and Skyrim, that even the developers are still sort of getting the feel for what they're doing with the series.

First lets establish a mission statement. This statement is meant, by me, to be the working goal of any and all RPG Character Progression Systems. The statement is as follows:

"The player uses at least two or more various systems of character ability in order to progress from being a weakling at the start of the game to being a relative demigod by the end of the game."

All of our various systems throughout the years, such as statistics, talent trees, and gear progression, and even the elder scrolls skill system exist for the purpose of satisfying your goal. You get a starting point, say 10 One Handed Skill, and eventually your goal is to get 100 One Handed Skill. When you reach this landmark, your progress is now dictated by other factors.

This is what it means to have character progress in an RPG. You start out with a low score in something, and by raising that score, you become more effective, efficient, and eventually master it. It is now an end-game skill. You used to do 5 damage and now you do 120. And such it is with all aspects of progression.

How does this apply to Oblivion and Skyrim? Simple. Pacing.

Now all things fair, both Oblivion and Skyrim have grace periods where both games maintain a fair and equal balance. For any sort of progression system you have to have pitfalls and trappings that punish bad character building (such as progressing only non-combat skills in The Elder Scrolls) and you have to have rewards for people who dilligently use all of those factors do make a play style.

Both games pull this off effectively. In fact let's breakdown my complaints about each one individually.

Oblivion

The Elder Scrolls: Oblivion is probably one of the greatest RPGs ever made. It's grace period is pretty much the entire time between levels 1 - 30.

But only if you're perfect.

Seriously though, Oblivion is a very unforgiving game.

See in Oblivion part of character generation was choosing a class. The classes were based on which skills you wanted to be your Major Skills (or skills your class is good at) and Minor Skills (skills your class in not good at). This was ultimately a great idea, as it kick starts your character's progress in seven skills. What wasn't such a great idea was tying these Major Skills to level progression.

See to Level Up in Oblivion you had to use your major skills. Increasing Major Skills by 10 gained you another Level Up. Now... that may sound fine and dandy, but you may have noticed that I said there are Seven Major Skills for your class. Anytime any combination of 10 Skill Gains are acquired, you level up.

Now maybe you can see the problem already. Here's the problem: ten increases may be a major factor for a single skill, but it is not a major factor for SEVEN skills. To increase each of your Major Skills to 100 in Oblivion, you needed anywhere between 450 to 550 skill increases.

This is exacerbated by just about every other factor of Oblivion's development. Character progress in The Elder Scrolls is closely related to Character Level. Enemy Levels for the majority of enemies, and especially for the games main story bad guys (the daedra) your level was the main factor in determining their stats. They matched player level and this worked out as well as it did in Final Fantasy VIII (it didn't).

As such, by the time you could begin maxing out skills and stats, it no longer mattered because enemies grew infinitely along with you.

However, the thing that really kicks this into the territory of bad design is that it didn't much matter that the enemies grew infinitely so long as the player did to.

But the player didn't.

For anyone playing a melee character, the maximum amount of damage they could accomplish with a single power attack was 84. A reference chart to HP totals of most enemies at Level 30 (the start of the end game of Oblivion, and whenever you begin to find the most valuable loot) is usually around 300 or 350.

In the hardest, yet most rewarding, dungeons, The Oblivion Gates, you would fight anywhere between fifteen to thirty-five monsters. This may not seem like much, but when you consider that most of these encounters occur in groups of 3 - 5 monsters, the fact that even with max armor you can be staggered, the fact that you are defending against physical and magical damage from all angles, and the frustrating fact that you are capped in progress by attack formulas that decided 100 was a good max, despite the ability to go above and beyond that within the basic vanilla game, and its understandable why someone could think maybe Oblivion was designed by someone who wasn't following the above goal statement.

This was my character, a two-handed melee monster that could crush bandits and imps like powder, but any tread into an Oblivion Gate and I remembered why I still had mountains of health potions... because I couldn't survive without them.

I mean, really? I was sitting on maximum physical resistance, doing at least 28 damage per smack, upwards of 80 magical resistance and even some physical reflection and spell reflection enchantments stacked on me and it would still take maybe a minute or two to finish a fight with two monsters.

Now to be fair this is only one way to play the game, but it wasn't a very rewarding one. There are a lot of mechanics I tend to leave unused, mostly because Oblivion wants me to level them up, but doesn't really bother to drop enough of the materials to make the most awesome poisons in the world, and trying to train magic at level 30 is a practice in absolute swiss cheesery.

What Oblivion needed was no cap on their potential. If you are going to give me the ability to enchant my strength past 100 I should see the pay off somewhere other than just carry weight. If I have maximum heavy armor, maybe I shouldn't be moved by enemy attacks. And maybe, just maybe, there should be some form of instant death I can inflict on an opponent that doesn't require a million strikes to the head.

Amendment to Mission Statement Post-Oblivion:

"As a rule of thumb, required attacks against enemies to kill should only increase if someone isn't maxing out their attack stats. If they are, it should probably be less than ten, unless that character is a significant boss."

Skyrim

So what happens when you over compensate for the flaws of your previous game? Skyrim happens that's what.

And frankly, that wasn't a bad things. Legions of the problems with Oblivions Character Progression system was solved with Skyrim. Not only that, but we got randomized quests (okay they weren't that impressive), non skill related magic spells (dragon shouts), crafting systems (kind of wish they'd done more with Cooking), and hell yeah, this is all the setting of a great experience, rife with difficulty that will take planning, skill maxing, and some damned strategy beyond whack everything to death.

So... did I really just kill that Dragon in two shots?

First, I would like to thank the developers of Oblivion for absolutely making Melee an appreciable category of play style come Skyrim. But I would immediately turn around say that I probably shouldn't be able to kill the ever respawning random bad guys with two shots on the noggin.

What's really unfortunate about Skyrim is that every now and then you do get a real boss. What's also unfortunate is that every single one of these real bosses is not one of the well crafted, well designed, and repetitive endless dragons that the game is really fond of.

However, why is it that I have spent several sessions of gameplay doing the following: load game, buy metal, craft daggers, enchant daggers, sell daggers for massive profit throughout skyrim, buy more metal, craft more daggers, rinse, wash, repeat, until I have enough skill or money or both to craft the greatest armor set that ever lived and immediately be scared by nothing.

Skyrim did so much great stuff with the skills and the levelling that I don't want to harp on them instead I want to harp on this: why aren't there statistics?

Seriously, things like Strength, Agility, Intelligence, all are great bases for intertwining different game mechanics. If I want to be a bad ass warrior smith, I shouldn't be able to get the most powerful enchants unless I'm willing to power level my intelligence also.

The main problem with Skyrim is that Skills are Everything. While you need gear too, they completely subvert the loot, grind, boss chest, discovery mechanic from Oblivion and most RPGs into literally create-your-own win button.

Here's the sad truth: the most fun I have in Oblivion comes from whenever I ignore the fact that I can smith and enchant my own items and live off of the land.

They made so many huge steps forward though, I really think Statistics are important to have, and if you are going to have crafting you should require something besides a few measly skill points to unlock the most badass crafting recipes. At least in Enchanting I had to find each and every enchant I wanted to use before I could make it, and I had to grind for those grand soul gems.

However there's something more I want to get at that's unique from either game also.

An End Game

Both Skyrim and Oblivion are at a complete lack of the same thing: a satisfying end-game.

This may sound silly considering how great just about all other parts of these games are, but the fact that a player who abuses these game elements isn't given the juicy enticing reward of something at the end of all this is disappointing.

In ways, you could say that Oblivion had this. All that stuff I was complaining about up above was in relation to the fact that Oblivion had an end game that did consist of getting the best enchantments from the hardest dungeons in the game.

But it wasn't a true end game, and the reason for that was I was not able to further increase those skills I had maxed out to make myself viable for the end game. There were scant few pieces of equipment that I could find that were leagues above everything else in the game.

I guess as a player I like one thing in my end game to be true: the best equipment comes either from the end of long quest lines, or from random dungeon loot. Both of these things were sort of there in Oblivion. The guild questlines provided great bonuses to the player character. There are at least five or six really good items that are only provided by random boss chests in dungeons.

In Skyrim however, while a couple of questlines have worth while rewards, the very best thing the game ever gave me were houses. There weren't any pieces of equipment better than what I could craft on my own, with the exception of the Dragon Priest Masks.

While the Dragon Priest sidequest represents the End Game of Skyrim, it isn't helped by the fact that these enemies are at fixed locations full of enemies that aren't challenging.

When I was playing the game I came across one boss, and only one boss that satisfied me. In the DLC Dawnguard, near the end of the quest line that gets you sun-hallowed arrows, there is an ice magician that you battle. He has several stages that progress, you have to beat off minions, you get frozen, then he basically blows up the arena, and you get to do battle in the sunlight. Its a wonderfully staged well executed fight that's probably the best in the game.

I still killed him with five shots, five amazingly epic shots.

I felt like I'd disappointed him. I sincerely did. This was supposed to be the long held struggle, the battle of desperation, and I was hardly phased. I may have had to drink a potion or two, but I was an unstoppable badass, and here was the best the game had to offer me.

So while Skyrim did great, the next installment needs to focus on that: end game. It's okay if a game has broken mechanics or combinations so long as it has something within the game that really tests the limits of that exploitation. Maybe Bethesda should look up a little game called Final Fantasy VII. It has a few things that could help them out...



If you enjoyed this and would like to see more of my work, you can visit my blog at:
http://expositoryconundrum.wordpress.com/
 

Terminate421

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A bit big but I find that simplicity for a game like that works in its own way.

Traveling through Skyrim with my skills growing where I put them felt more fluid and natural to me rather than I kill and grind until I have to go to a bed to level up.

Fallout 3's was weird but it also felt successful, because we all know shooting rad-roaches shouldn't make you a tech expert.
 

BloatedGuppy

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Flare_Dragon123 said:
One thing that has always been excellent in The Elder Scrolls series is its basic character progression system.
Annnnnnd you lost me.

I love the Elder Scrolls games, I really do, but their progression systems and basic structure is utterly clownshoes. From a game mechanics perspective they're complete and total garbage. Wonderful games, but mechanical travesties.
 

SajuukKhar

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Flare_Dragon123 said:
Skyrim did so much great stuff with the skills and the levelling that I don't want to harp on them instead I want to harp on this: why aren't there statistics?

Seriously, things like Strength, Agility, Intelligence, all are great bases for intertwining different game mechanics. If I want to be a bad ass warrior smith, I shouldn't be able to get the most powerful enchants unless I'm willing to power level my intelligence also.
I can tell you the reason why attributes were removed.

See in past elder Scrolls games, as you leveled up your skills, you got bonuses to ho much you could level up your attributes by how many skills related to that attribute you had leveled up. these bonuses cam in the form of +1/3/5.

The problem with this system is that all of a classes major/minor skills were tied to only 3 of the 8 attributes, since all the skills are related they naturally would be. The unfortunate problem of THAT is that because all of your skills were tied to 3 attributes, you got massive constant bonuses to how much you could level up those attributes, and thus you ended up maxing your primary attributes LONG before you finished leveling, and after maxing your primary attributes one would then have 40 levels worth of attribute increases to all other attributes in the game. By the time every character finished leveling, one would have 100 in all of their primary attributes, and 60-70s in all their other attributes.

Because of the way attributes work, not only in TES, but in all RPGs with attributes, a difference of 30 points in an attribute really didn't mean that much. A difference of 30INT for example was 60 magicka between character, which is really only the cost of two mid level spells, and maybe one high level spell. the difference between a warrior that had 60-70 INT because of the forced attribute level up, and a mage who had 100INT because he devoted his time to raising it.... was TWO SPELLS.

Past Elder Scroll game's leveling system was a pyramid, the higher level you got, the more and more similar characters became.

Skyrim removed attributes because of this, and in doing so, they effectively flipped the pyramid upside down, and with the addition of perks, the were able to further the gap between different character types.

Whereas in past elder Scrolls games the difference between a mage and a warrior was 2-3 spell casts, the difference between a mage and warrior in skyrim is a lot larger, with mages getting massive magic reduction costs, and perks that up their damage. In past games my mage could cast two more spells then my warrior, in Skyrim I can cast like 10X+ number of spells.

Attributes were removed because they did nothing to help make characters more diverse, or unique, they just forced characters into becoming more and more similar.
 

Hargrimm

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BloatedGuppy said:
Flare_Dragon123 said:
One thing that has always been excellent in The Elder Scrolls series is its basic character progression system.
Annnnnnd you lost me.

I love the Elder Scrolls games, I really do, but their progression systems and basic structure is utterly clownshoes. From a game mechanics perspective they're complete and total garbage. Wonderful games, but mechanical travesties.
I'd say that the game around the progression system is the problem. That system worked plenty well in Darklands and JA 2.
The lack of a group with specialists either turns it into a grindfest or makes it really monotonous.
 

Flare_Dragon123

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SajuukKhar said:
Flare_Dragon123 said:
Skyrim did so much great stuff with the skills and the levelling that I don't want to harp on them instead I want to harp on this: why aren't there statistics?

Seriously, things like Strength, Agility, Intelligence, all are great bases for intertwining different game mechanics. If I want to be a bad ass warrior smith, I shouldn't be able to get the most powerful enchants unless I'm willing to power level my intelligence also.
I can tell you the reason why attributes were removed.

See in past elder Scrolls games, as you leveled up your skills, you got bonuses to ho much you could level up your attributes by how many skills related to that attribute you had leveled up. these bonuses cam in the form of +1/3/5.

The problem with this system is that all of a classes major/minor skills were tied to only 3 of the 8 attributes, since all the skills are related they naturally would be. The unfortunate problem of THAT is that because all of your skills were tied to 3 attributes, you got massive constant bonuses to how much you could level up those attributes, and thus you ended up maxing your primary attributes LONG before you finished leveling, and after maxing your primary attributes one would then have 40 levels worth of attribute increases to all other attributes in the game. By the time every character finished leveling, one would have 100 in all of their primary attributes, and 60-70s in all their other attributes.

Because of the way attributes work, not only in TES, but in all RPGs with attributes, a difference of 30 points in an attribute really didn't mean that much. A difference of 30INT for example was 60 magicka between character, which is really only the cost of two mid level spells, and maybe one high level spell. the difference between a warrior that had 60-70 INT because of the forced attribute level up, and a mage who had 100INT because he devoted his time to raising it.... was TWO SPELLS.

Past Elder Scroll game's leveling system was a pyramid, the higher level you got, the more and more similar characters became.

Skyrim removed attributes because of this, and in doing so, they effectively flipped the pyramid upside down, and with the addition of perks, the were able to further the gap between different character types.

Whereas in past elder Scrolls games the difference between a mage and a warrior was 2-3 spell casts, the difference between a mage and warrior in skyrim is a lot larger, with mages getting massive magic reduction costs, and perks that up their damage. In past games my mage could cast two more spells then my warrior, in Skyrim I can cast like 10X+ number of spells.

Attributes were removed because they did nothing to help make characters more diverse, or unique, they just forced characters into becoming more and more similar.

I understand why the way they used to use Statistics was axed, but I don't see why, considering the way they used Skills in Skyrim, they didn't do something similar to Statistics. At the end of the day, Statistics don't need to be there, but I feel like by removing this system, they are essentially saying that the system isn't useful, and that isn't true.

Statistics can be just as important as the skills, they just need to be made that way.

Perhaps it should be more like Fallout in that sense. The statistics in Fallout are kept small but offer a variety of options. Or perhaps, similar to Skills, Stats should increase as we play, but not in a way that's tied to skills per se.

Another thing I think about a lot is why certain actions I do don't earn me skill progress. While Oblivion did have things like Athletics (Run and gain a skill...) there's still not a scavenging skill (open a container) or anything along those lines.

In fact, one thing I find particularly saddening in Skyrim is that we are practically forced into combat. I'm playing through the Thieves Guild now and I'm very curious as to why, after a long section where I had options of stealth over combat, I was then forced into a long cavernous hallway that provided no stealth options, just sneak attack chances.

I've always wanted to roleplay a merchant character in the world, but there's no way beyond mods to make the sort of up and down economy required to do that.
 

Tomaius

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They shouldn't have put regenerating health into Skyrim. To me that seems like the biggest flaw in what is otherwise a classic game. Removing regenerating health would have meant that each fight would have had more weight, sure you could circumvent it by restoration spells, potions or even waiting an hour, but just making your health magically come back after every fight kills the survival aspect of the game.

Also what happened to the Repair skill?

I get the feeling that Bethesda wanted to improve the flow of the game, but in doing so they made your character totally untouchable as there was no consequence for fighting.

Whilst this would be at the detriment of flow, your character in Skyrim could be made a lot more vulnerable with weapon and armor deterioration and a lack of regenerating health. A bit of tweaking, lets say have enemies re spawn if you use the wait function and it restores little health, and also make it so you can only repair weapons and armor in a town or city. No longer would you be able to blindly rush your opponent you'd have to weigh up a potential encounter and see if it was worth fighting.
 

SajuukKhar

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Politeia said:
I'm for removing the attributes from the game and keeping the simplified stamina, health, magicka system. The problem is the lack of classes and axing major/minor stats results in characters feeling generic and uninteresting until the late-midgame, that's a big problem for me as it means much of the early game is just completely boring.
I can agree with this.

In flipping the pyramid upside down, and preventing end-game characters from all being the same, they made all starting characters the same.


Politeia said:
Economy is one of the areas that TES has always lacked in, they seem incapable of figuring it out.
Its not that they cant figure it out, its that no one really cares, no matter what they do the player IS going to end with tons of cash.
 

The Abhorrent

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Tomaius said:
I get the feeling that Bethesda wanted to improve the flow of the game, but in doing so they made your character totally untouchable as there was no consequence for fighting.

Whilst this would be at the detriment of flow, your character in Skyrim could be made a lot more vulnerable with weapon and armor deterioration and a lack of regenerating health.
Skyrim definitely went for the idea of a "fun-to-play" game, if somewhat at the expense of the overall experience being somewhat less satisfying upon completion. It also capitalized on the idea that the player character was, for all intents and purposes, a demigod; being the "Dragonborn" of prophecy and legend, there's plenty of justification for your character to be far more powerful than the common foes you come across.

The issue which arose was that the challenges you faced didn't scale up to match the power of player character.

That kinda does push the game into hardware-breaking territory, but I would say that's the core of the problem. Yes, you're powerful... but your enemies must be powerful (and/or numerous) as well, or else the entire experience becomes nothing more than an fleeting power-trip. Getting the balance right is more than a bit tricky, but it has to be there. Dragons are the perhaps the biggest offense, they should almost always be a sizable challenge; a foe who should at least be your equal in terms of power as you approach the finale, not something you can filet with ease when you're only halfway there.

---

Luckily, even if this only applies to the group which play Skyrim on the PC...

There's plenty of mods to solve this particular problem.

Several (if not most) restrict the power of the player, but quite a few good ones opt to increase the power of the foes. The very popular "Deadly Dragons" [http://skyrim.nexusmods.com/mods/3829] mod being a great example of the latter case.
 

jollybarracuda

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I think its fair to say at this point that the Elder Scrolls is more about adventuring, rather than actual role playing; unless you get one of the PC mods that makes the character progression much more meaningful.

But i think the biggest problem I have with the Skyrim leveling system (not so much Oblivion) is that any character pretty much ends up decent, if not excellent, at almost every vital skill.

It's Skyrim's lack of any real incentive for specialization that hurts its character progression the most. Take lockpicking for example. Right from the get-go, I can attempt to pick any lock in the game, and after 10 - 15 hours of playing, I can pretty much open any lock, with my large number of lockpicks, all without having spent any perks in that skill tree. That's not how it should work. If I don't have the perk to pick Adept locks, then I shouldn't be able to even attempt it. On paper it sounds counter-intuitive, but its this very concept that makes the Fallout series a real RPG and Skyrim a really excellent adventure game with some RPG elements thrown in.
 

SajuukKhar

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Politeia said:
Precisely, starting statistics is governed by race and only show a discrepancy of ten points from high to low. By adding the old class system and major/minor skills back into the game they can avoid character-similarity entirely.
I would never want the old class system, or the major/minor skills system, to come back.

It's was kinda shitty, and really served no purpose. I dont need what amounts to a label on the screen, and a preset list of skills that are the only skills that contribute to leveling up, to play a "class".

Not only that but it railroaded characters into a pre-set gameplay style before they even had a chance to play the game and find out what they liked, thus making a choice that you picked, in relative ignorance of the game mechanics, at the beginning of the game, stuck with you, forever. Unless you restarted, which is kinda crappy.

Its like birthsigns, its really shitty to force something like that on a player in the first 5 minutes of the game, and make them stuck with it, that's why I LOVE to standing stones in Skyrim.

Politeia said:
You say the latter part like it's axiomatic.
It kinda is, unless you like, TRY to not make cash, you will make tons of cash.
 

Flare_Dragon123

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jollybarracuda said:
I think its fair to say at this point that the Elder Scrolls is more about adventuring, rather than actual role playing; unless you get one of the PC mods that makes the character progression much more meaningful.

But i think the biggest problem I have with the Skyrim leveling system (not so much Oblivion) is that any character pretty much ends up decent, if not excellent, at almost every vital skill.

It's Skyrim's lack of any real incentive for specialization that hurts its character progression the most. Take lockpicking for example. Right from the get-go, I can attempt to pick any lock in the game, and after 10 - 15 hours of playing, I can pretty much open any lock, with my large number of lockpicks, all without having spent any perks in that skill tree. That's not how it should work. If I don't have the perk to pick Adept locks, then I shouldn't be able to even attempt it. On paper it sounds counter-intuitive, but its this very concept that makes the Fallout series a real RPG and Skyrim a really excellent adventure game with some RPG elements thrown in.
Y'know, I don't think that's it. Restricting gameplay is not the right element. I think what it should be perhaps is that every lock maintains its difficulty unless you take the perk. Like say you see a Master Lock and you have 95 Lockpick. It should be just as hard as if your lockpick skill was still 15 (+ Buffs). This way, if you don't specialize in Lockpicking you can still buff or gear for lockpicking, though still not to the same extent as if you were perked.

That's what I'm saying, all forms of custimization should offer something, but not all forms should be replacing or more powerful than anything else. And again, Gear should really be about boss chests and dungeons. I shouldn't be able to over craft without a little more effort in finding good high quality recipes or resources or something.
 

jollybarracuda

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Flare_Dragon123 said:
Y'know, I don't think that's it. Restricting gameplay is not the right element. I think what it should be perhaps is that every lock maintains its difficulty unless you take the perk. Like say you see a Master Lock and you have 95 Lockpick. It should be just as hard as if your lockpick skill was still 15 (+ Buffs). This way, if you don't specialize in Lockpicking you can still buff or gear for lockpicking, though still not to the same extent as if you were perked.
That's actually an interesting approach to that, one that I actually like a bit more than making it impossible to pick the lock. It allows fighter focused characters to brute their way through lockpicks to get it open, whereas a master in lockpicking may never even break a pick to begin with. Actually, that's exactly how Deus Ex did it, and that was spectacular.
 

RedDeadFred

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Politeia said:
In before a certain poster jumps in to tell you that it doesn't matter if you're overpowered in Skyrim, you should have the forethought to gimp yourself.
It's kind of true though. I think everyone knows at this point that the crafting skills are OP as hell when used in combination with each other (even by themselves they are borderline OP). If you know this and you don't want your end game to be super easy, why use them? It's not different than having access to the console. You can simply /kill things but there's no challenge in that so you don't use it (at least I don't).

From a roleplaying perspective though, becoming OP with amazing equipment kind of makes sense. If you become a master blacksmith, it kind of makes sense that you should be able to make the best weapons in all the land or improve the best unique weapons into even better killing tools.
 

bartholen_v1legacy

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Tomaius said:
They shouldn't have put regenerating health into Skyrim. To me that seems like the biggest flaw in what is otherwise a classic game. Removing regenerating health would have meant that each fight would have had more weight, sure you could circumvent it by restoration spells, potions or even waiting an hour, but just making your health magically come back after every fight kills the survival aspect of the game.

Also what happened to the Repair skill?

I get the feeling that Bethesda wanted to improve the flow of the game, but in doing so they made your character totally untouchable as there was no consequence for fighting.

Whilst this would be at the detriment of flow, your character in Skyrim could be made a lot more vulnerable with weapon and armor deterioration and a lack of regenerating health. A bit of tweaking, lets say have enemies re spawn if you use the wait function and it restores little health, and also make it so you can only repair weapons and armor in a town or city. No longer would you be able to blindly rush your opponent you'd have to weigh up a potential encounter and see if it was worth fighting.
Good point, I thought the omission of weapon degradation was a bit odd too. I'm not missing the repair skill at all (it was a massive pain in the dick in Oblivion, among many other things), but they could have kept the degradation system and tied it to the Smithing skill. The higher your smithing skill, the more your equipment gets repaired. Simple, right?

And OP, you might wanna add a TL:DR to that post. It's well written and all, but it's loooooooong.