I'm good with the system we have now, if only there are enough skills. Ones that don't directly affect your combat abilities, too! It's a friggin RPG, not a hack n slash.
1.2 Skills
1.2.1 Skill list
Weapon skills (7)
Long blade
Short blade
Blunt weapon
Axe
Polearm
Marksman
Shield
Magic schools (7)
Destruction
Restoration
Alteration
Illusion
Conjuration
Mysticism
Enchant (some would gladly replace this with Thaumaturgy, and I wouldn't mind)
Physical skills (7)
Hand-to-hand
Dual wielding
Athletics
Acrobatics
Dodge
Stealth
Horse riding
Know-how or mental skills (14)
Mercantile
Speechcraft
Deception
Pickpocket
Security
Medical
Alchemy
Herbalism
Armorer
Heavy armor
Light Armor
Critical Strike
Survival
Music
1.2.2. Description of skills
Weapon skills in general control your efficiency with each weapon. Mastering a weapon skill can also help you use a weapon from other groups as well. With higher Axe skill you get bonuses while you use blunt weapons that are similiar, like clubs. Higher Long Blade gives you bonus when you use short blades like wakizashis. And vice versa.
Your chance to hit an enemy is greatly affected by the weapon skill, but your AGI and the enemy's Dodge skill also play their part. You get a minor damage bonus with high enough skill, and that with a minor bonus from STR are the only things that improve the basic damage you deal. Damage per time unit is also affected by your skill and SPD since you can hit faster.
Depending on your stats, your chance to hit an enemy is somewhere in between 33 and 99%. Even the clumsiest and least experienced person lands every third hit, while the most agile weapon master can miss once per hundred strikes.
Note: Polearm used to be called Spear, now including all hafted weapons and staves.
Shield covers the usage of shields, while parrying with any weapon (or bare hands) is dependant on the weapon skill in question. Parrying is always part of the weapons training, you don't go to one trainer to learn how to hit with an axe, and then to other one to learn how to block with it. Shield is the most effective blocking device, and can be used for bashing too. Shields can even protect you from magic projectiles, while naturally they cover you from arrows and bolts quite well. You don't suffer any damage from succesful shield blocks, usually. Sure, a minotaur lord landing a huge warhammer on you might make your shield hand numb.
Magic skills in general control your efficiency with each spell. Use the same schools that were in TES3. Or, replace Enhant which was out of TES4 anyways, with Thaumaturgy.
Hand-to-hand determines your efficiency when you fight unarmed. The damage bonus from skill is much higher than in weapon skills.You ability to kick in doors is also dependant on the skill. Kicking during melee combat should be just as easy as it is in FEAR, even if it's a shooter. It worked. Kicking in Dark Messiah, though, was very overpowered thanks to level design and the unnatural strenght of kicks.
Dual wielding determines your efficiency when wielding two one-handed weapons. Several weapons in human history are ment for dual wielding, and the skill would make it easy for modders to add even more dual wielded weapons. (Tonfas, butterfly knives, scimitars, short sticks)
Athletics controls your fatique loss while running and swimming. Higher skill allows faster and longer spurts. Swimming is a subskill of Athletics, and you can't improve your swimming abilities much by running only.
Acrobatics determines the height and lenght of your leaps, as well as the damage you suffer when falling from great heights. Climbing is a subskill of Acrobatics, and you have hard time improving your climbing abilites by jumping only.
Dodge determines the chance of enemy weapon, arrow or spell missing you. It is checked every time, unless you are blocking, (that is, wielding a shield in hand, or holding the block key) or you are wearing too much heavy armor. Light armor doesn't prevent dodging, but gives you slight penalties. Projectiles are harder to dodge, while some spells are impossible to dodge.
Stealth, known as Sneak in previous two games, determines your chances to stay hidden and silent while stalking, or blending in a crowd of people without rising suspicion. If there are random encounter while fast traveling, this skill helps you evade enemies and their ambushes. Backstabbing is NOT covered by Stealth, but Critical Strike.
Horse riding skill determines what sort of horses you can mount, how they handle, their maximum running speed and jump abilites, and higher skill lowers the penalty for using melee and ranged weapons from horseback as well as casting spells. You also mount and unmount faster. In some circumstances you can be thrown off horse, if your skill check fails.
Mercantile and bartening as in Morrowind. The haggling system was far superior to anything in TES series before and after that. Only, haggling always too aggressively should have permanent effect on disposition.
Deception skill is checked every time you tell a lie to see if the NPC buys it. Seducing NPCs depends on ones disposition, PER and Deception skill. You should be always presented with options to lie in conversation if you're asked something. A good liar can accomplish a lot through dialogue only, but being caught from a lie repeatedly can be bad for your reputation. Even hiding your real personality is dependant on the Deception skill. Wear a hooded robe and know how to talk, act and walk differently and you can fool guards. If you're suspected of a crime, you should have options to lie (Deception), debate and persuade (Speechcraft) or bribe (Mercantile) in addition to fighting or surrendering.
In other RPGs, I find little use for lying, while in real life lying is done commonly.
Pickpocket! A skill hard to learn, and one that was pretty useless in TES2. But it's a DIFFERENT thing than sneaking around. Many pickpockets talk to their victims as they do it, or bump in them and apologize. Improve the earning possibilities, maybe by stealing keys, jewelry, stuff like that. A viable option to get hold of some quest items. Shoplifting from TES2 should make a comeback, governed by Pickpocket skill. Even during every conversation, you could check up the potential victim, and see the items he wears and the chances of succesfully snatching them. Purses are pretty easy, while it takes a master thief to steal rings and other jewels being worn by someone. But, people like that really exist.
Security covers picking locks and disarming traps. No player skill over character skill. Ability to kick in doors and prey open chests would give strong warriors ability to NOT learn Security without missing on loot. TES3 lockpicking system was ok, but should be spiced up a bit. Maybe you can make a lock stuck if you break a pick in there, and it has to be bashed open.
Medical skill determines your chance of identifying diseases and poisonings, your healing rate when you rest, and the use of all medical equipment like bandages, salves, potions and bloodstopping powders. Those you can use on yourself or NPCs. Basically, it's the skill of healing and restoring for those who don't have magic abilities. Playing a priest, druid, ranger or monk would become much more interesting.
Alchemy skill is checked when you identify ingredients like animal parts and venoms, powders, metals, jewels, and every non-organic alchemy ingredient. Basically alchemy and ingredients were most interesting in TES2. Your chance of sucesfully creating a potion as well as the time it takes is calculated by the skill. The potion strenght and duration is slightly affected by the skill, but also by the equipment you use, and INT.
Herbalism skill is checked when you identify plants, mushrooms and their effects. Some plants can be used in wound treatment as they are, some go also as alchemy ingredients. Poisonous ones can either be applied straight to the weapons, or brewed into harmful potions. Some plants have benefits on your mana, speed, or other attributes as you digest them or inhale their smoke. The skill also determines how succesful you are in harvesting the plants. There should be several different poisons, with remedies from varying herbs. Alchemy is sort of a magical thing used by wizards, and requires the right equipment. Alchemy effects are also more mystic. Herbalism is more natural, and can be used by rangers far from civilization, without any equipment, as well as some assassins to poison their victims. Common plants and mushrooms should only have healing, fortifying, restoring, curing or poisonous effects, while it takes mystical alchemy ingredients (like ectoplasm or vampire dust) for mystical effects, like reflecting spells, going invisible etc.
Armorer skill should be expanded a bit, and made much more realistic. No banging that bow of yours with a hammer anymore to make it good as new.
Critical Strike determines the chance of your succesful hit in combat being a critical strike, as well as the damage multiplier for succesful critical strikes. You automatically deal a critical strike when hitting an unaware enemy (backstabbing). Heavy armor on enemies gives some penalty to your chance of a succesful backstab.
Chance in combat about 0.1 - 5%, damage multiplier about 2 - 6, both according to skill. Now this skill is a perfect merge of TES2's Critical Strike AND Backstab skills. High skill also makes you more effective in combat even if you use a weapon you're not highly skilled in.
Survival could determine your speed and food consumption as you fast travel in wilderness or without using inns. Building a fire and shelter, fishing, and turning prey into edible food or trophies are part of the skill. Hunting and tracking in general could be merged into Survival. Trophies should be valuale enough to make hunting a viable option to earn a living, but finding (tracking down) and killing animals should be much harder. During winter a fire could be required if you rest outside.
There are tremendous possibilities, and no 1st person CRPG has yet gone as far in Survival as The Unreal World, a rogue like game from Finland. I'd love for TES5 to be the first. Survival elements would surely earn more (and more positive) publicity than Radiant AI and next gen graphics.
Music skill is checked when you try to use a musical instrument or sing to please a crowd or NPC, or to pacify a hostile animal or other beast. The most talented bards are paid well from an evening's entertainment. Lute, flute, harp and drums are the most common instruments. Quests to entertain nobles would be perfect change for all the killing, and might earn you precious fame among the nobles. Why not, for example, have a cover identity of a famous bard to gain acces to castles for committing assassinations?
The bard is an old class in TES series, but they've never known how to sing, play an instrument, or entertain a crowd. It would be about time.
Dual wielding, Horse riding, Deception, Herbalism, Survival and Music are the only skills that have never before been in the series. All the others have already earned their right to be in the skillset of TES5. I've kept the skill list very traditional, no renaming to Swords and Daggers, for example.
You need to have the ability to CHOOSE how to alter you attributes and skills, instead of a stupid bonus from a race.
2.2 Deriving Attributes
While the attributes of NPCs endorse the racial perks (orcs and nords being stronger usually, bretons and elves smarter) it's totally up to you what kind of character you're going to play. It's important to consider your starting attributes, since they are not going to be all maxed out in the end.You HAVE to sacrifice the same amount of points in one attribute to have another higher in the beginning. You CANT take 5 points here and there, and put them all in one Attribute.
The starting attributes are 40 +/- 20, which means you can start with all of them in 40, or move 5, 10, 15 or 20 points between any two attributes. The minimum would then be 20, while maximum would be 60. This encourages you to improve attributes that are important to the class and sacrifice the others. Of course, having them all equal at start and rising the right ones during game is also a good way to do it.
2.3 Choosing Skills
Ten Primary skills count towards your leveling and are easiest to raise. They start at 35, and there's +/-10 points to move around, just like with Attributes. It might take years game time to become the Master in one skill, even a Primary one. After 90 the skill advancing should become radically slower.
Ten Secondary ones are slightly harder to raise, and they start at 20 +/-5. They don't count to leveling, but can still be very important to your class.
The rest fifteen skills are Miscellaneous, they start at 5, and are even harder to raise. Still, with hard work and good tutors you might become very efficient with some of them, if you find it important to you.
You can drag and drop your skills in any order you want. You can also copy skill list from existing class and make adjustments for your custom class.
Many people have suggested different skill caps, like Primary max at 100, secondary max at 75 and so on. That's just wrong in my opinion. The skills should just be so hard to raise that you would focus on your Primary skills, which could be also called 'playing your character'.
Oblivion makes no sense without a mod that makes skills raise 3-5 times slower. Without one, your character ends up being the master of everything, even if you don't focus on training.
And finally, yout Attributes need to have some sort of an effect. Like, stronger guy making more damage with hammers, and faster guy moving his dagger faster.
Strength (STR) Determines the damage bonus (or penalty) you get with heavy melee weapons like Axes and maces, as well as how much you can carry. You will have trouble pulling the strongest bows if you're STR is low. Being stronger than an NPC helps you intimidate him. Forcing doors and locks open is dependant on your STR.
Intelligence (INT) Determines your maximum Spell Points (SP). Being smarter than an NPC helps you fool and trick them. New dialogue options are opened for smarter characters.
Willpower (WIL) Helps to determine your rate of Magicka consumption from spellcasting and your chance to resist Magicka. Your skill in magic school in question also effects the amount of SP used per spell. High WIL really helps you resist magic, like in old days.
Agility (AGI) Determines the 'hit bonus' in combat, as well as your 'dodge bonus'. Determines the damage bonus (or penalty) you get with light melee weapons like Daggers.
Endurance (END) Determines your Hitpoints (HP) at all times. You have always one hundred plus Endurance in hitpoints. It also determines your resistance to poisons and diseases, and the chance of, and time taken for, recovering from them naturally.
Speed (SPD) Controls your movement speed, the speed you swing a weapon in combat, and the speed you complete certain tasks, like reload crossbows.
Personality (PER) Controls how much people like you when they first see you, and the prices you get at vendors. PER determines the ease of admiring and seducing NPCs. New dialogue options are available for stunning personalities.
Luck (LUC) Effects every action you do in a small way. Also a luckier character might find more precious loot, or survive an incident that could have killed others. Unlucky character has harder time finding or earning goods. Luck could also effect your chances of Critical Strike. It worked well in Fallout 3 I think, and would make Luck a bit more useful compared to other attributes.
Note: Your Fatique is calculated from STR, END and WIL. The amount of damage you can deal in melee (per time unit) is affected by STR, AGI and SPD.
This is extremely traditional compared to the systems you propose. Mainly because I think Bethesda is going to keep it traditional no matter what!