+1
The one thing that defines RPGs as being RPGs are stats. Stats are the VERY FOUNDATION of RPGs, and if you were to take the stats out of an RPG, it would be just like every other game on the market. Imagine WoW or Diablo without stats. Or Fallout. Or even Final Fantasy. Those games would lose a lot of depth and replayability to them, no?
Also, how can you play a role in an RPG without something like stats DEFINING YOUR ROLE???
Who said stats are bad? I said some stats are bad, SOME. I want stats to realistically define my character. Luck was just plain nonsensical, things such as one's intelligence, strenghth, and agility don't raise from gaining levels and, is in most RPGs, they definitely don't raise by getting experience points to raise levels. Dice rolls don't determine a weapon going through a person and doing nothing, in real life. Separate skills, such as athletics and acrobatics, take too long to level and require tedious powergaming. The attribute multiplyer system of Morrowind and Oblivion was just plain broken, in my opinion. The 18 skills that Skyrim will have, which seems to encompass a larger variety of things, including more naturally increasing attributes, seem to be good enough for me and are handled more realistically. I've already posted why I think so, as I have in regards to my thoughts about class being nonsensical limitations. In real life, you can become something else and do something else at any time, but as Skyrim will be simulating, you're obviously not as good at it, at first, but it is possible and permanent, set classes are nonexistant in real life. Stats matter, but my point is that the old ways of handling them are outdated, clunky, and pathetic. Of course stats matter. Did I not say I want progression? The difference is that I want progression is a realistic, more immersive manner, and I've already stated this, so please tell me what is actually wrong with my argument instead of stating I, or others arguing, don't want stats.