I know it's a bit late in the day for major changes, but in thread after thread I have seen situations that could be resolved, if only there were perks not directly related to skills. Some of those that have come up are :
Combat : Carrying capacity. Run speed.Critical chance ( obviously lesser than the sword perk bonus ).
Stealth : Jump height. Unarmed dodge ability. Stamina regeneration.
Magic : Magicka regeneration.
I am sure there are many more that don't fall strictly under the skill lists. Anyone have any ideas?
Well before I hope on flexible editable perk system but last info make me think it will have the same possibilities for changing what perks in Oblivion have, so Idea with perk based attributes thats are not part of skills but part of general specialization tree become doubtful.
Well better if such perks will be traits, perks are determined by our skills and characters must learn such skills to receive perks so they cannot develop such naturally and selected from beginning, traits is much less strict system then perks and can be received even if character is not fit requirement as unusual natural starting trait (strong trait give increased encumbrance limit as well add damage output bonus to character) or be received as additional training thats is not available in general skill way for character as well and can be received in unusual event or developed as talent from training (spell effectiveness penalty reduction as trait as reward of training in spellsword class) perks have unique effects what use hardcoded specially designed functions, while traits can be just scripted abilities thats use already existing game mechanic, perks are strict beneficial they are all expert bonus from learn skill and change game greatly while trait is not depend on skills its like spontaneous talent discovered, inborn ability or talent what gifted characters discover during training, traits can be both beneficial and harmful or combine both positive and negative effects,
traits can be used for easy implementing of potions, diseases and curses.
And if developers will decide thats perks is unavailable for modding and we cannot add new ones (UI for example will not have availability to add such things traits will be ours last possibility.
So what we have
I assume thats all attributes mechanic what was tied gfor variable still in game just hidden so
Encumbrance must have greater impact on gameplay since now many attributes become folded into basic stats lets see how thats can be implemented
What we know about fatigue? Before it was based on Strength, Willpower, Agility, and Endurance. and was equally need for all but in Oblivion Fatigue was withheld from magic calculation as well because of ridicule fast regeneration and easy achievable perks from athletic impact of fatigue was reduced significantly interesting thats Oblivion still has variables in mechanic thats count on better Fatigue effect on gameplay but by some reason many of such variables was set to zero or have to small value to make impact since fatigue was too easy to restore.
Well I'd like to see encumbrance limit thats actual change character speed for both equipped gear and items in inventory
If there is no Strength and endurance attributes such parameter as encumbrance must subtracted from maximum Fatigue
its similar to dynamic encumbrance limit when player doesn't see visible difference between 99/100 and 101/100 just by picking Cursed Berry of Burden thats replaced by dynamic encumbrance when player will be slowed or forced to walk from insufficient Fatigue to initiation of Run and will faint if fatigue was completely used by encumbrance or walk so slowly in outside of combat and have great chances falling to the ground from attack of enemy, as well I'd like to see thats encumbrance limit sneaking abilities of actor since cumbersome items can increase noise of actor in great way.
All of this can be manageable by perks and traits
Starting trait strong can increase encumbrance limit as well as add some additional damage to certain weapons and be useful for intimidation
Perks from Heavy Armors skill tree can reduce penalty from equipping heavy equipment as well decrease fatigue usage for them, perks from mercantile perk tree can decrease speed and fatigue penalty from inventory weight, perks from light armors and from sneak skill will reduce penalty to sneak from encumbrance.
Run speed is also can be determined by Fatigue for example
Movement speed still bases on several variables from movement speed calculation
Movement speed is not a constant value but a dynamic value at last for sprint option so we can run faster and faster while fatigue will consumed more and more so as before more athletic characters thats have greater endurance will have better fatigue and in such cases we will have it again, since encumbrance limit is also based on fatigue to be quick mages and rogues will try avoid cumbersome equipment while warriors will invest more into Fatigue since damage also depend on it, just like current and maximum Health will also added into damage calculation as Strength before so cripled enemy witth low health will not do the same damage with melee as healthy enemy I think this logical heavy wounds not allow be the same powerful warrior as healthy one of course there can be special trait or perk thats work as reduction to Pain penalty so rugged warriors will be more durable in combat then just healthy individuals.
As well there is can be several traits do determine natural speed of our character dexterous trait thats increase speed of movement but not increase fatigue as well such trait can increase damage output for ranged weapon and speed for short blades, if Martial Arts skill will be added it can have athletics perks what can increase maximum speed and as long-runner trait can decrease fatigue usage or even allow regeneration of fatigue during run.
If Martial Arts skill will be done it can have unarmored skill and acrobatics skill features dodging can be part of it, jump height can be determined by left from acrobatics skill hidden variable and be bring into game via tie with momentum speed from sprint and certain perks or traits from Martial Arts skill to increase initial jump height limit for example Khajiits can have racial trait thats increase such limit as well as reduce falling damage.
Martial Arts skill is not leveled from jumping and running around instead it train from hand to hand combat and dodging of strikes in combat so it not grindfest and can be done even if Todd dislike conception of classic acrobatics and athletics.
Mages before of Oblivion have also fatigue as one of important parameters, but Oblivion even if has such calculation to determine fatigue usage for casting spells doesn't use it at all but there is was added Magicka regeneration overtime
So how about determine Magicka regeneration based on formula thats involves Magicka maximum, magic schools skills and involves fatigue as limit, for example skilled mages understood better schools can have reduced usage of Mgicka as well can meditate and regain his magicka in faster rate, to start meditation need have full Fatigue or certain fatigue level unless character dosent have special training to be able to use Battle Meditation trait what allow magicka regeneration during combat even if character has no sufficient Fatigue to start it normally, as well there is can be certain trait like Willful Soul or Fey Blood thats gift character with initial Magicka regeneration as well Willful Soul can give inbuilt magic resistance for character.