The main problem with Fallout New Vegas' skills system, and why this problem drove me to decide to use the levelling glitch every playthrough.
You don't know what you're getting yourself into until you've actually played the game. There are so many functions that require 75 skill in Science, 100 in lockpicking, etc. So many fun things like rigging the location of the bombs at the Ghoul building by Novac. You don't know what functions there will be that require a certain skill. On top of that, you don't know if you will have the necessary skill by the time you reach that part of the game. So in order to make sure you can maximize your experience, you level yourself extremely high in the beginning in order to make sure everything is available to you.
Hopefully this is different in Skyrim. How would it be different? I don't know. But I hope it's different.
Two things:
1) Obsidian made New Vegas, not Bethesda. (That's why it was better :teehee:)
2) That's the entire point of an RPG. If you're not good at science, guess what? You can't do things that require you to be good at science. It's called choice and consequence. You choose not to level your science skill? Guess what?
You can't do things that you need to be good at science to do. If anything I want more things like this in Skyrim. I want some Speechcraft options to require knowledge of other things, e.g. heavy armor or alchemy or one-handed weapons, in addition to your Speechcraft skill. Why? It's an RPG. Your character's ability should sometimes overshadow your ability as a player. Less so than in Fallout seeing as TES has always been a blend of action and RPG, usually with more emphasis on action, but still, it's a very nice thing to have and it makes for good roleplay by rewarding your devotion to a particular skill or archetype.