How are attributes not redundant? Lets go through it. Redundant. Not Redundant. Debatable.
Oblivion is not good example of improved Attribute system, even declared in previous games features was not implemented in Oblivion, but because of modding flexibility with OBSE attributes work can be expanded furtherer and improved.
Agility
- Affects your total Fatigue - Just let me increase my Stamina.
- Damage dealt by ranged weapons - I have an archery skill for a reason.
- Steadiness in combat - Shouldn't a skilled swordsman be able to maneuver effectively in combat?
increase rate of throwing weapons,
decrease time to draw of short bows,
decrease probability of trigger traps,
increase time for pickpocketing (so we cant see target inventory unlimited time),
involved in modeling of stealth checks.Endurance
- Affects your total Fatigue - Just let me increase my Stamina.
- Affects your starting Health - Let the races have different starting health, magicka, and stamina
- Gives you more Health when you level up - Just let me increase my Health.
Increase resistance to normal weapon damage,
increase disease resistance,
better poisons resistance,
Health regeneration outside of combat,
increase Health regeneration,
allow Health regeneration in combat,
increase Fatigue regeneration,
chance resist stagger and recoil on enemy strike
Intelligence
- Affects your total Magicka - Just let me increase my Magicka
decrease spell costs or increase Magicka multiplier,
Intelligence is directly linked to the rate at which you gain new skills what is Intelligence based,
as you gain more Intelligence you will be able to train more times every level, and pay less to do so,
allows you to gain more skill points from Skill-Books at higher amounts of Intelligence,
can add additional lines to dialogues.
involved in disarm trap checks and lock picking, since need understand how work such mechanism not just know how to disarm or lock pick them
can allow mark more patrolling NPC and show their route on map when PC trespass somewhere or stalk the prey Luck
- Modifies every skill slightly for formulas
probability to find better loot (leveled containers can has items of higher levels) and percentage of such possibility,
during fast travel character can stumble on generated treasure and less encounter hostile enemies,
be ambushed during rest, be pickpocket for some amount of gold, catch disease,
found an higher leveled item in merchant store,
take in account during skill checks randomly increase them,
increase amount of pickpocket gold thats player can steal.Personality
- Affects your ability to gain information from NPCs - I have a speechcraft skill for a reason.
- Lets you get better prices - I have a mercantile skill for a reason, or at least mercantile perks in speechcraft
- Makes it less likely for aggressive enemies to attack you - Why can't this be handled by speechcraft?
increased initial disposition with NPCs,
add charming options to dialogues,
increase speechcraft skill during checks,
can work together with class clothes,
decrease aggressively of certain enemy groups and types,
reduce chances of fails during convincing with speechcraft.
work as part of Public Stealth.
Speed
- Affects how fast you move - this used to be very redundant with athletics, but now it's at least slightly redundant with the ability to sprint and increase my stamina to sprint longer.
increase character speed,
increase chance resist stagger and recoil on enemy strike,
increase chance make enemy stagger and recoil in combat,
increase Sprint speed,
allow regeneration of fatigue when running (not sprinting),
decrease fatigue usage for sprinting,
allow swim faster,
allow attack while jumping,
suffer less fatigue loss for jumps,
can dodge in combat.Strength
- Affects your total encumberance - This could just as well be handled by stamina
- Affects your total Fatigue - Just let me increase my Stamina.
- Increases melee weapon damage - Can't my weapon skills do this?
increase weapon damage,
decrease speed penalty from equipped armor and weapons,
increase speed of equipped heavy weapons in combat,
increase shooting distance for throwing weapon or decrease time to draw for long bows,
can increase chance of using intimidating in dialogue,
can be useful for Lock Bash,
can affect probability of stagger and recoil during combatWillpower
- Affects your total Fatigue - Just let me increase my Stamina.
- Affects magicka regen rate - Not quite sure how this will be handled
better magic resistance,
allow Magicka regeneration outside of combat,
increase Magicka regeneration,
allow Magicka regeneration in combat,
increase Fatigue regeneration
And thats only beneficial features what can be handled by Attributes and can be added by perks if devs will not to lazy and actually will try make actual replace of attributes, but attributes work in both sides having attribute below average will add penalty, poisons decease and curses actually will make sense, having zero in attribute will mean Dead for character.
Attribute chart from Daggerfall
http://www.uesp.net/wiki/Daggerfall:Attributes
Having submissive willpower will increase work of enemy illusion skills on actor, add magic weakness, having sickly endurance make actor susceptible deceases what will have increased duration and magnitude on him, having pathetic Strength will decrease lifting and carrying capacity as well as slowing strikes of heavy weapons, having vegetable-like intelligence will increase spell backfire or decrease spell effectiveness as well will make NPC cheat player for example by increasing cost of service, having cursed Luck thats always play Vanilla Oblivion without leveling Overhaul mod :teehee:
For second, nice if they will reduce rate of gaining new attribute points so we will receive increase at character level up or certain levels of skills for govern path nebula (The Thief, The Warrior, The Mage) what will contain attributes as perks, such perktributes can have smaller step in leveling tree then 100 but all stages will add new feature or levelup previous one from described from above.
Attributes represent innate abilities of actor while skill represent acquired skills, since perks based on skills they also acquired mostly until there will be starting traits.
Attributes grown in much slower rate then skill but they half part of Mastery only having both actor can become actual master.