ponderus said:
Okay. I think you missed my point here.
To reiterate.
1) Fine. nunchucks aren't in the game. It was an example. A dagger plays completely different than a mace. Which plays different than a shortsword. Which plays different from a longsword. Face it. With a mace, you want big, heavy strokes. With a dagger, you want short, quick thrusts. Go ahead. Take a try. Take a butter knife and see how it compares to wielding a rubber mallet. Right. Different
So then, would you like separate skills for:
longsword
saber
rapier
mace
maul(or warhammer, or whatever they feel like calling a giant fantasy whackamole mallet)
axe
bigger axe
spear(if they existed)
any other polearms(if spears existed)
katana
nodachi(or daikatana in TES lore)
dagger
shortsword
staff
bow
throwing weapons(if they existed)
all of which must be raised independently, since they all handle differently? If the answer is yes, then I'm afraid I have to laugh at the absurdity of that request. If the answer is no, then I still have to laugh because now you're claiming that your arbitrary abstract grouping method is superior to Bethesda'a arbitrary abstract grouping method.
Mount & Blade showed that 1-handed and 2-handed works just fine for most weapons, and Bethesda is even going one further by allowing specialization by way of perks. That actually makes more sense to me than a long list of unrelated skills. Go ahead, give it a try. Practice daily with a sword (or a similar length piece of rattan for the SCA) until you get good enough to win some tournaments. Then go find an axe and see if you can figure out what to do with it with no instruction. Chances are that you will be able to land some hits no problem, even if you aren't as good as you would be with the weapon you normally use. The opponent hasn't changed, you are still generally going to be aiming for the same areas, and you still have the same range of motion with your arm. The main differences involve balance, striking area, and what happens when you actually hit.
Sure, this changes when you compare extremes. A dagger is going to handle much differently than a mace. But my belief is that the skill list isn't the place to show that difference in a game like the TES series. Gameplay is, especially once you get to the more action oriented Oblivion. You don't need a skill that says that a dagger doesn't handle like a mace. You can actually make a dagger handle differently than a mace. Combine that with perks that make a difference stats-wise, and you have a nice balance of character and player skill portraying your character's combat style.