No. It's just some concerns about how the general mechanics should feel...
One of the things I like about the new system it that it's more intuitive and puts you in control only of your character, not a robot being carefully calculated to head in a marked direction.
I think RPGs are more than just some numbers and attributes. It's used to be that way because of the lack of technology to simulate it, that's why they had dices, papers and numbers.
What's the idea behind an RPG? To tell a great story. To immerse yourself in a different reality. To battle. To chat with diverse people of different cultures... you say it.
By carefully calculating your next step (eg.: I need to raise 10 skill points in three attributes to gain maximum stats raise) you're heading away from "living" the world you see. That's not dumb down the game, it's just use some real life elements that weren't possible before.
I'd like to comment on another example: GTA: San Andreas
The only possible way to gain strengh or stamina was by going into to the gym!
Ok, maybe it wasn't the best or most fun system in the world but it was more immersive and fun than what we had in other RPGs.
While in GTA: San Andreas I went to the gym for some time to get stats raise, in Oblivion I had to get inside a room casting conjuration spells and killing my own creatures with whatever skill I needed to raise just to get the maximum bonus.
The leveling system we saw in GTA:SA was much more entertaning than most of the RPGs because they lacked the necessity of number choice.
Now, this whole discussion reminded me of the old xp points. What the hell is those experience points? A concept in which the player gain "battle wisdom" the more he battles.
Now we have technology to put these points under the hood and let the gameplay influence in how you level up. If you get severely wounded and somehow survive, even if it's a battle against a tiny rat you should earn more experience than fighiting a dragon and killing him accidentaly by bumping into a big rock and make it smash the dragon's head. Since you almost got killed, recovering from this status should make you raise your stamina and/or health, because that's what you just "trained".
Using this logic, attending magic classes in Oblivion would really be useful if the character really learned something.
You can imagine the possibilities by hiding xp points under the hood and just concentrate the player to have fun and engage. Some (or all) of you may not agree, but you have to at least consider that this leveling system in modern RPGs are used to extend the game time in a false way. By forcing the player to focus his efforts into a series of boring and repetitive tasks.
By doing that, you're not excluding those skills, just make them more... smooth into the gameplay!
I mean, you can still have your intelligence being informed, but by the form of a status (Dumb/Average/Genius). How to do that?
By uncountable possibilities why not get your inteligence raised by the number of books you've read? Spells you've known or have created? Sucessful speechcrafting? Etc, etc?
Why not have your strengh raise by the number of wood you chop? The number of heavy beasts you battle and so on?
I see much more FUN possibilites using methods like this one rather than the old one.
So my debate is: How can we make the leveling system more immersive and less mechanical?
PS: This tiny observation is only to say that I've got nothing against numbers, I'm graduated at economics and business administration. My whole life I got along with numbers, I just don't think they fit into some areas of your life. You don't look at yourself in the mirror and see that you have 60 strengh. It's just that! :hubbahubba: