That fact that Birthsigns came with both inherent strengths and weaknesses is what I liked about them (and why I feel that removing them is simplifying TES too much). The problem is that too many gamers are not will to have any real consequences anymore. If you want to play OB as a thief, then you need to put a little effort into your character build . . . which means picking a Class and a Birthsign that compliments that type of character. If you change you mind after you're been playing for a while . . . tough . . . you messed up. And the thing is, you can still keeping playing the game as a warrior . . . it will just be harder to do so . . . and it should be, because that's what a consequence is. Without having any consequences for our actions . . . there's no point . . . and there's no learning from our mistakes.
Just to start off, I've come to respect my debates with you more than with anyone else so far. I like your points, though I disagree with many of them. You articulate your concepts well.
At any rate, I agree with you almost completely. I hate Superman. He's indestructible, and it's boring. I don't like video game characters to be like that either. So we are agreed that characters need to have strengths
and weaknesses. However, and let's be honest here, we both know that birthsigns are not the only way to do this. I'm not saying that pulling them out will make things better. I'm also not ready to admit that Bethesda is doing it for no reason.
The problem is that in many games, you do not start out as an average character . . . but as an above average character. Fallout 3 is a good example of this: there are 7 Attributes, which can each have a value of 1 to 10 (with 5 being average). And that part is fine. The problem is that you are given 40 points to distribute over these 7 Attributes . . . where 35 points would have resulted in an average starting character.
Creating a unique character does not mean that your character is above average, but that they are specialized . . . with strengths and weaknesses (Goodness, this means yet more limitations . . . which is a good thing). Limitations = character diversity = greater replay value.
My Realism Tweaks changes this to 35 points. With my mod, if you want to have above average Strength, you're going to be below average in something else (like Endurance). Every bonus given in an initial character build should come with an opposing penalty. In Fallout, the Attributes only rarely increase, so they have much greater impact than Oblivion's Class differences.
Right, but as many have pointed out, Birthsigns only really have an effect on the first few levels of your character's game play. I do like the idea of a character that ultimately specializes in a particular field, but why would you want to force your players to commit to this before they even begin playing?
The idea that we build our characters as we use them is far more practical for someone that doesn't know the game very well yet, and it still allows just as much replay value. Play a different style, and you end up with a different character. The only thing it requires is a bit more creativity from the player. Certainly that can't be bad.
And I understand that everyone wants to build a character with a history. I know you want to have past experiences, skills, and abilities to start with. That's fine. I hold out every hope that Bethesda will find a way for that mechanic to be represented. I don't think they need classes or birthsigns to do it.