I can understand your thinking but hear out mine: Suppose each class has its own unique perks. A pre made class still remains a collection of major/minor skills/perks and nothing more. Someone decided that an assassin class has these skills/perks. What if I think different? What if I want that special perk reserved for the assassin class into the custom class that I think should be called assassin? Or what if I don't want to play as a pure assassin? You are locking up too much content this way (in each playthrough). And consider the situation where you chose a premade class because you liked it, but halfway through the game you realize that it doesn't fit your play style. Shouldn't you be given the right to turn your character to your style (perkwise, because statswise it is possible)? Imo classes are just ready configurations to make character creation easier.
I think that class perks are better not implemented. It's better to have all the perks in a unified pool, so that you don't have to worry about getting that and leaving the other, with each one having requirements in skills/level/stats. And you may say: But that way you loose the whole point of specialization and unique feel for each "class". And I answer to you: Leave the specialization decision on the skills/stats layer (along with a system that makes becoming a master of everything take too much time to bother). After all it makes sense. An adequately sneaky character should be able to backstab someone, even if he isn't of an Assassin class. He should be able to have access to Assassin class perks. Perks requirements can guarantee that you have access to the ones fitting your playstyle, whatever that may be: A jack of all trades gets access to many weak perks (unless he spends so much time in the game that becomes ultimately the master of everything). A wizard thief gets access to perks that help his playstyle (and so on). Needless to say that perk requirements are directly linked to what the perks offer (A perk having a requirement of 30 conjuration and 40 intelligence offers something about conjuring stuff).
These statements all make some sort of sense, more so for people who have missed some key points of my original post.
First of all, all those perks are additional options for specializations and you still develop your character, level-wise, skill-wise, attribute-wise, gear-wise, faction-wise, and so on... And now there is another option, perk-wise.
Those perks are not like Oblivion perks that are fixedly forced on you as you advance your skills, or not freely open for you to pick as you level-up, like Fallout 3, but you have to earn them, (except for the initial racial perks, and class-specific perks), and the way to earn them are different for each category of perks, and I have decided to add them to the posts after the first post for each category.
On the other hand, racial perks and class specific perks are like the initial gifts to make each game-play a little bit different from other game-plays, and if in the course of the game, you decide that you do not like the gifts that you have chosen yourself, you are free to not use the current gifts and you can decide not to chose the current gifts for the next play-through.
But still there are a lot of other perks around available and ready to be discovered, or earned, so that you can use for yourself.
I wanted those gifts to be special, because they could change the theme of a game drastically and were not good for a day to day use, like the example of the Assassin class's specific perks, that would let you kill someone in the middle of the town and run away before someone could decide that it was you who did it.
In a normal game, you would have to lure the target to a more secluded place, or wait for him to go home to sleep, or something like that, but if you choose the Assassin class, you would have a really easier time if you decided to become an assassin in the courses of the game, and I wanted those perks to belong to the class, because of the name.
So for a compromise, let's hope they give each class a few specific perks that would differentiate them, but let us change the class's specific skills as we like, so there would remain no problem: You select the assassin class and change the major skills that you do not like, and start the game, but npcs would have to cope with the default skills defined for each class. B)
And another thing. Moves in general shouldn't be a perk. There is no sense in a perk saying that Nords can throw stuff, whereas others can't. Or the same with backstabbing. There is a sense in perks like:
+30% damage when throwing an axe. Thrown axe is moving +30% faster than normal (making it harder to avoid). Requirements: Nords only, Strength > 50. If I got it wrong (the moves tied to perks thing) then I apologize and feel free to correct me.
OK, that was a little bit extreme, and I have said before, those example perks were the first thing that came to my mind within a 3-5 minute limit for each example.
So being able to throw a one handed weapon is more suitable for another category, like a skill perk, or special quest award perk, you are right here. <_<
This perk can also be implemented as item specific perk, so that you could find some special one handed weapons that would let anybody throw them as they liked.
Finally perks should be given in the context of quests/books/artifacts you discover. Much much more immersive than a choose a perk screen on each level up.
Just a question, how much of the original post have you missed? :blink: