As we should all know by now, in TESV:Skyrim, we no longer choose our class via a CharGen menu, we will be choosing our class via our meaningful actions within the game.
Our "majors" will naturally fallout as our most used, or more importantly, our most perked skills.
The opening dungeon for Oblivion was really well crafted. They threw some Light and Heavy armour at us; one-/two-handed blunt/blade; a bow and some arrows; a sample Staff even! A Pestle and Mortar, a small stack of Repair Hammers and some lockpicks. All the skills that required a tool to begin using them was represented. Once we decided on our Schools of magic, they threw in some Starter spells. Then some more dungeon to test whether we liked them, and then an option to change at the end. It was fair, and balanced. In order to allow us to choose any beginning for ourselves once we exited the sewer and started our Adventure proper. Every permutation was on an even footing. All the cats were hugged.
The thing that I've been pondering, how will Skyrim deal with this? From word of Todd, initial levelling is going to be fast. In order to for everyone to start defining their character's class, all the little Dovahkiin will be marching through their first few levels rapidly, in order to earn our perks. However... in this critical, formative, (and more pertinently) short period of time.
How is the Illusionist going to define-by-doing out of the gate, without his or her first Illusion spell? Replace with any skill that requires our character to have a prequisite spell/weapon/tool to start developing it. Our important, formative levels hopefully will not be dominated by necessity via scarcity of the basic tools of each skill.
As we know they've brilliantly integrated the Spell Tome dlc idea into the full game in this iteration of The Elder Scrolls. If they place one starter tome from each School into the Tutorial dungeon, I guess this would be one solution to this gameplay puzzle, at least for the Mage-governed skills, which previously relied on CharGen to magically drop basic necessities into character knowledge the most.
This could turn out to be even better than starting with the flame-spray spell by default, as our Warriors and Thieves that as part of our RP should've had no business knowing that cantrip, can just not even read any of the books offered (though they'll be welcome loot). Our hybrids (battlemages, spellswords, nightblades, etc) and pure Mages can learn what they want too.
Just something I've been thinking about. How do you feel?
Will you be ok with being forced to use the tools the game provides, then finding a delicious thrill of setting yourselves a quest out of putting together the basic tools of your new character's identity, via money making, through store bargin hunting, to glorious self-actualisation and being able to play your chosen character as you intended. I know I will, if it ends up being this way.
Or will you find it incongruous they/we'll have to potentially go out of our way for our "conjuror" to find its first Summon Weapon/Creature/Daedra spell to even be considered a conjuror?