though a fourth category for those loose skills might be appropriate, but certainly not necessary.
I went further and setup 5 arch backgrounds:
Combat & Arms - Strength (
Hit Points / Encumbrance) <- 1H, 2H, block, shield goes here.
Nature & Body - Endurance (
Stamina / Resistance) <- Archery, body skills, nomadic, stalk (animal), and medical goes here.
Stealth & Thievery - Agility (
Speed / Dexterity) <- Throw, sneak (NPC), lockpicking, barter, and evasion goes here.
Social & Lore - Personality (
Appearance / Charisma) <- Alchemy, evaluation, recognition, cooking goes here.
Magic & Spells - Intelligence (
Magicka / Willpower) <- 6 Schools of magic, and enchanting goes here.
With 5 arch backgrounds and 7 skills, you end up with 35 skills, all of which could be very useful, depending on your approach to problem solving rather than being locked in a mindset of fighting, magic, and stealth.
The colored fields define where you assign 2 points to per level up, and get 1 point per level up to the non colored derived attribute regardless. A good thief build don't pick only from Stealth & Thievery, but may sacrifice some of these for i.e. Nature & Body or Social & Lore depending on what kind of thief he wishes to become (hustler = social for social engineering, and burglar = nature & body for climbing, assasin with all three for evasion and poison usage). Playing through the main quest at maximum difficulty (where possible) without killing anyone, got me thinking: Why is the use of an overpowered spell like invisibility the only means of having a non violent approach to most quests? I was overjoyed in FONV when I convinced the end villain to just leave, and I just went like "Wait a minute, did that really just happen? Holy smokes, bloody awesome".
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Regarding alchemy, I'm still hoping for mortar & pestle for basic field work, and then improve your workbench at home with found apparatuses. Similar as I'm hoping crafting will allow basic maintenance and maybe creating simple arrows (wood and stone), but use a full smith with smelter to create weapons and armor. Or enchanting where you get field work for recharging and visit shop/house for creation. Mortar & pestle seems "managable", whereas a calcinator is not (heavy, it's a small furnice) and the glassware too fragile.