I'm going to borrow this word again. I really do apologize, because it's a terrible word, but I think certain people have lost perspective.
That's not role-playing. That's roll-playing.
Whether or not your character can jump high is totally irrelevant to who your character is. No, really, it is. You are not going to be able to base a compelling character off of his inability to jump high. Go ahead. Try. It'll be funny.
And once again: thank you so very, very much for saying this. I'm tired of being the only one to point these things out.
I've made this point before, and I think I've actually made it in this thread, but I feel obligated to make it again: for most people, it wasn't the character building that would draw them into computer RPGs during the genre's golden age. Darklands isn't great because your characters have a lot of different skills. Ultima 7 isn't compelling because of the size of its stat sheet. Daggerfall isn't capable of svcking players in for countless hours because of its inclusion of a list of useless languages your character can be proficient in. These are games that are remembered and loved not because of how their stats or skills were handled, but because of how their
settings, characters, and stories were handled. The most brilliant thing about the genre, and its greatest strength for the longest time, was its ability to so bring the player so deeply into the worlds and stories that they presented, to allow you to live within another universe and interact with a plot that felt like it had real meaning and weight. Hell, I don't even remember what the character stats in Ultima 7 involved, but trying to deal with the Guardian's subversion of religion is still fresh in my mind
because that's what that game was about.
I feel like I'm rambling at this point, but... well, this is a point of major frustration to me. Nostalgia for the things that the genre has lost seems to have clouded a lot of RPG players to the things that brought them into the genre in the first place, and the things that made those older games so compelling. That's not to say that I think there's no room for character-based RPGs anymore, only that focusing on those sorts of things as though they were the defining factor of "RPGness" leads to an industry like the one we have today, where RPGs that are character-based are so intent on providing that kind of experience that they ignore what's important and where games that aren't even RPGs in a traditional sense very often provide a far better roleplaying experience than any RPG in the past several years could hope to.
The thing is if someone decides to use other skills then I hope that's possible. It was all about freedom and that;s what shouldn't be taken away. So if i decide after 20 hours of gameplay that i want to start using blunt weapons instead of blades then i hope i can get pretty good with it with some effort. So as long as perks do not stop the acquisition of other perks then it should all be ok
This is basically how it's handled. You can level your character however you like, though your character will level up faster if you're increasing skills that are already higher (meaning that, combined with the slower leveling at higher levels, you could start to develop your blunt skill at a higher level but you would gain levels at a much lower rate because of it).