I want to be allowed to be an idiot in the game. If I sell a quest related item, and screw up a quest, that's my own fault. If I kill a character essential to the main quest, tough luck. I mean, what's wrong with a small "Reload. You've screwed up the main quest." message, ala Morrowind? My choices should have consequences, and learning through failure was my favourite part of Morrowind. I often didn't reload, to fully suffer consequences, which could lead to some interesting gameplay. For example, I may not reload after having accidentally killed someone, and live the life of an outlaw, which I otherwise never would have thought of. Or perhaps forcing myself to take the backroute of the main quest.
It felt good to not be able to complete a quest if I've neglected it. If I lose Caius Cosades package, for example, I'll never be able to do the main quest properly, because I've neglected the mission and messed up completely. My own damn fault.
This also seems to be very extendable with Skyrim's system. If I've killed someone not related to the main quest (no reload message), they could be replaced by a new NPC.
I'd like to suggest a simple togglable option that allows us to remove this stuff. Perhaps multiple ones for multiple aspects? Some kind of "Safe Mode" could allow me to never fail at anything.
And yes, I know I'm an Oblivion bashing troll or whatever. :rolleyes:
On another note: Werewolves. This is something I'd actually like to see some idiot proofing on. Being a Werewolf in Morrowind had one major flaw: I couldn't properly live the life of a terrorizing werewolf. It would only take me a few days to reduce the population of a town to 0, which would really ruin the immersion. All I could really do is attack a few random bandits in the wilderness, which was rather dull. Who cares about Bandits? And on Vvardenfell, it was even more ridiculous, with a major lack of respawning NPC's. I want to see NPC's occasionally survive an attack, and merely be mortally wounded, rather than dead. A healer could heal them, and some may choose to keep thier Lycanthropy, allowing for a pack based system to evolve. Of course, not everyone would survive, and the majority would be replaced by new NPC's ala Skyrim's shopkeepers.
It seemed they tried to touch on this issue with Hircine's Ring, but I really found that to be rather cheap. Apart from the fact that the ring should, imo, represent Daggerfall's ring more, it made Lycanthropy redundant, more than it did fix issues. It did nothing if I was a proper werewolf. It was also FAR TOO EASY to find.
I suppose this may be why it was scrapped in Oblivion.
Discuss.