I've already said it, not my problem that you couldn't understand.
There seems to be a misunderstanding. Also that picture is false, that's not how fun in Dwarf Fortress work.
Picture is used as example and not related to Dwarf Fortress, it illustrate my opinion on different modes for Skyrim normal mode for players like you who don't like difficult challenges and fear to cripple game for self from beginning and hardcoe mode for experienced player who already play game at last one time and want more interesting challenge for self as well there is illustration of modding at last tab when you have fun from challenge in difficult modding of game, creating and improving features and then have more fun the all others have, thats like looks modded TES game.
Besides I think you are wrong about Dwarf Fortress, since it completely different with your vision of game what comfortable, Dwarf Fortress is not comfortable but it so interesting in details thats make play it even if thats hard for beginners, http://nukezilla.com/2010/04/06/losing-is-fun-an-interview-with-dwarf-fortress-developer-tarn-adams/
so your argument is invalid.
I was talking about crippling decisions AT THE VERY BEGINNING OF THE GAME, where if you do wrong, you have no choice but to start over. I have no problem with consequences later in the game, most of the time I even tend to roll with them...
By your word Birthsigns was so crippling decision for the beginning of game and on same time you say thats Birthsigns was redundant thats does not compute,
how Atronach and Apprentice are crippling and redundant at same time when they effects is visible during all game,
magicka bonuses from Birthsigns become redundant in Oblivion because devs make bad decision to make intelligence work as only magicka increase and as well remove Fortify Maximum Magicka x INT spell effect replacing it with plain magicka bonus what become redundant in fast way, better if they keep both initial bonus and leveling with character not stay at the same level during all game session. .
You talking about mistakes of traits chose in way like they given to by forced random, you by self chose Birthsigns, you read informative description and see consequences if such trait is crippling for you , you just take another thats suits better for your game experience you want start as sorcerer but you fear take The Apprentice because of magic weakness or fear take at beginning of game The Atronach because of Stunted Magicka then you have option take The Mage what don't have such consequences and have only bonuses if you don't like thats what The Mage Fortify Magicka 50 points on Self thats and still you don't want consequences form greater powers then you power leveling munchkin, if you think thats The Mage Fortify Magicka 50 points on Self become redundant thats problem of flawed implementation not of traits by self, in morrowind The Mage have Fortify Maximum Magicka 0.5x INT just think how it can be helpful to have without consequences at half more Magicka then other mages have from one point of invested intelligence, yes Birthsigns was flawed in Oblivion in much greater way then they was in Morrowind and instead of really simple fixing of them devs decide axe full system of traits completely, what are illogical decision this are,
I give you different example what you understood much better
Daggrfall system of advantages and disadvantaged was similar to spellmaking Daggerfall was bugged much and devs decide do not repair old system and replace them with
Unique ( have visual text descriptions and nice picture just like unique spells in Skyrim with different visuals not balls of light),
Unchangeable (you cannot change during game Birthsigns or it effects but effects can scale by self if charter increase governed by them parameter like intelligence for Fortify Maximum Magicka)
Skyrim magic system does not allow spellmaking instead you able to increase power of spell by leveling skills, with perks or with charging magicka
Birthsigns in limited number of combinations 13 Birthsigns versus large number of of advantages and disadvantages combinations of various effects
85 unique spells and reduced number of spell effects even form Oblivion ones is here
Then they release oblivion where many flaws was done, like redundant and in the same time by your words to game crippling Birthsigns, and then they decide remove Birthsigns completely in Skyrim
What if so praised by you magical system will also removed in next game just because of of few flaws in implementation or be reduced to Fable level and still crippling for morons who try use arcane arts but roll a barbarian and then removed from next game completely with all magic from game?
Now you understand the problem?
The same was done with equipment variability, for example from all marksman weapons only bows left while problem was so small and easy fixable, what will be next warriors will left only with long swords but well implemented (100% still require fixing with mods, since bows was lame in Oblivion even if devs says thats bows now awesome) or enchanting system what become grayed shade of past, by word of devs now balanced but in true become even more imbalanced then before, attributes another example and such example so large number thats make me feel about mockery of devs on players
I dont want such procrustean solutions in my favorite series when there is better ways to make something work instead of axing, since axing doesn't give anything good at all if there was something flawed but still in game thats can be fixed with mods in easy way, if something axed thats cannot be fixed easy and will be really difficult task until modders will have enough resources.
I could bring up examples I had with other RPGs where I had to start over, because I couldn't get past a certain area because my character was too weak pretty much from the beginning (then again, one of them was Gothic, which doesn't even have character creation, so what do I know...)
Oh well then why you projecting your unsuccessful game experience for other games on game what still in development and have great modding support to fix such problems in easy way, you understood thats your laments for devs make changes in game, while they prefer fixing something by axing it?
Besides gothic was on of old school RPG and if you you think thats was to hard for you thats your own problem and not concern TES at all, I play Gothic and found fun in challenges you play and cry about difficulty shame on you.
So ultimately, why don't we have birthsigns?
Because Bethesda decided to make a more classless system where your actions will decide your class rather than your choices at the beginning, and birthsigns would go against this. Races could be made class neutral, but birthsigns... not really...
Thats wrong how chosen traits can form birthsigns can be against something and races thats also have similar traits are not?
Devs again use procrustean solution because unable fix really small mistakes and flaws, and you justifies their laziness I'm sure M'aiq the Liar will say you big thanks for thats.
Your opinion doesn't have fortified arguments, bring them on into discussion.
Why? Because that's the idea they came up with...
Will this make Skyrim less of an RPG? No, I've already showed other RPGs that did the same, or similar.
Yes it will since there is already too much was axed, Skyrim still be RPG but quality will be lowered again, you show other RPG what have nothing with TES now show me TES game.
Will this be better? I don't know, maybe? Probably? I personally like it.
Don't like it? Too bad, mod it or play another game...
:clap:
You like half baked cakes like Oblivion, too bad I don't like them, and why I need do the work of quality control dept of BGS, patch their mistakes, work as PR dept and popularize their games for long times, why I need design and test features for them, all such work must be payed and I want from them only one payment from them: quality game full of possibilities, oh well I founding them with my money as regular customer, I deserve for quality and finished products does not?