» Sun Sep 27, 2009 12:34 pm
I tend to "limit" a lot of the exploits, rather than outright avoiding them. A few I simply will not do, because they spoil the game, in my opinion.
Mudcrab and Creeper are generally unknown to my characters until fairly high level, when the money really doesn't matter anymore and I just want to dump off some of the growing pile of fancy glass or Daedric junk, without having to "throw it away" (which would be even MORE absurd). At low level, when I'm struggling, it's far more entertaining for your character NOT to know about them. At level 20+, when you've got 6 Daedric Shields cluttering up the floor, Creeper and Mudcrab suddenly become "reasonable" additions to the game.
Potion brewing is easily exploitable, so I never sell potions to "permanent" vendors. Occasionally, I'll "unload" a potion on an unsuspecting travelling MCA or other "random" trader, but even that's limited to maybe a half-dozen over the course of the whole game. While I'll occasionally use a "vanilla" enchanted item and/or a single "vanilla" potion to boost the capacity to make better potions or enchantments, using home-made ones for the purpose is "verboten". The game itself suggests certain "exploits", so they're "fair and rational" in moderation, although taking them to their extremes is beyond the limits of what the in-game "experts" are capable of, so why should my novice character be able to pull it off?
Training in minor skills if fine, but I try to limit that to no more than one per level. Training in Major skills is not a good idea, in my opinion, and I tend to avoid Minor training for the same reasons, with a few exceptions.
I as a player know where to find the rare goodies, but my character wouldn't. If I get an in-game hint about them, they're fair game, otherwise I avoid them. A few, such as the BOBS, or others which you can legitimately run across at low level while adventuring, I tend to have the character "underuse" them, if they even take the trouble to acquire them, or in this specific case, have issues with the "other side" of the enchantment and consider them "cursed", at least until they reach sufficient level and skill to where they should be able to negate the problem. Other examples, like where to find a particularly good and expensive short sword sticking in the ground, or who to taunt and kill for a set of glass armor, are not something the character would know, and I simply ignore the possibility.