I have always thought that Bethesda's implementation of attributes stank. Start off weak, stupid and clumsy and end up mighty, brilliant, and acrobatic. I have always preferred the D&D model where attributes define your character and are not infinitely mutable. You can get a bit stronger, more agile, more intelligent - but not that much. Strength is about your frame, agility about your natural athleticism, intelligence about your IQ. They don't define what your abilities, they define your potential.
It's amazing how much D&D has changed.... my main exposure to AD&D v3.5 was the D&D Online MMO. I was surprised to find out that you regularly gain a stat point every few levels, plus there are +stat enchantments on gear, from buff spells, from magic tomes of stat gain, etc.... a typical "focused" melee fighter, at lv20, will typically have 30+ Strength. Kind of crazy, if what you're used to is the older editions.
With that in mind I can easily foresee a mod that creates an attribute system. IMHO a good system would create possibilities for a character but also define limitations - the latter being exactly the opposite of Bethseda's stated ideal. Nothing wrong with Bethesda's stated ideal except that I disagree with it
. I want a character that is limited.
In a way I do not find Bethesda's implementation to be disconcerting provided that the ability to mod exists. IMHO the addition of perks offers way more in terms of modding than the elimination of attributes denies. I can see the possibility of all sorts of perk mods that could be directly hooked into attribute mods. We'll have to wait for the game before we know enough, but the more that i think about it the more positive I become.
I've mentioned this before in a previous "hey, let's mod it back in!" thread, but.... if you really think about it, modding attributes into Skyrim is actually a monumental task - at least as long as you actually make it mean something. You need to define the attributes and what effects they have on the game; modify the character creation, character sheet, and level gain interfaces to show them; you need to modify enchantments and buff spells (if you want those to possibly effect stats); you need to define stat ranges for all the NPCs and monsters in the game (plus how they scale by level of enemy, if you're making it compatible with the world scaling system); you need to modify the combat and skill systems to take into account any bonuses or penalties of the stats; you need to modify the quests and dialogues if you want them to base any conditions off stats; and finally (the big part)
you need to rebalance the entire game (defense, offense, weapon damage, armor protection, combat, spell power, etc) to take into account the things you've added.
So. Yeah.
(of course, you can make a simple "hey, we added attributes!" mod. But it won't really mean anything unless you do all that stuff I mentioned. And probably a number of other things I've forgotten.