However, completely removing attributes doesn't make sense either. The Elder Scrolls has always been about becoming who you play, so it makes no sense that health, magicka, and stamina are increased according to arbitrary choice rather than the actions the player takes and the experience that the character gains. If I go to the gym and lift weights all day, it's not going to make me run a mile faster just because I end up deciding later on that more stamina would be more useful. The fact that a beefy warrior who spends all his time plodding along in heavy armor could end up with a smaller carrying capacity than a thief simply because he chose to put his points into health instead of stamina also completely flies in the face of reason.
It makes sense for attributes to be determined by skills, as these directly represent the actions you take in the game. However, this should happen automatically, rather than having to pick which attributes you think are most important and increasing them by different amounts depending on how much you used them. Here is my idea for how attributes should be determined:
Any attribute should be determined by your level and the highest level you have attained in a skill governed by that attribute. Your level should be taken into account because, for example, it doesn't matter how skillfully you can swing an axe, you need to keep doing it over and over again to increase strength. Again using the gym anology, you can perfect your technique in lifting, but you need to keep lifting, even if you are no improving your technique, in order to keep getting stronger. I believe that only the highest skill should be considered because someone who spends all day swinging a giant two-handed axe around shouldn't be any weaker just because he doesn't also take time to do the same with a small one-handed sword.
I do believe that the perk system makes luck completely useless however. Many of the things luck would determine are or could be governed by perks. Also, luck doesn't make much sense within this system (or any attributes system) anyway, as there is no way to train it.
I believe health, magicka, and stamina should then be determined by a combination of level and attributes. Level doesn't make quite as much sense here with health, as two people with the same endurance should logically be equally difficult to kill, but I believe that the sense of progression received from continually getting stronger is important enough for a role-playing game that logic can be somewhat set aside here.
I threw together some formulas to show how these things could be calculated:
A = 25 + S(.4+.01L) + B, where A is any attribute, S is the highest skill level under that attribute, L is level, and B is any bonus received (including racial bonuses).
Using this formula, a level 1 character with no strength skills higher than a 15 (the apparent minimum) would have a strength of 31, plus any racial or enchantment bonuses. A level 1 character with a strength skill of 30 (if there are any +15 bonuses, as I have only seen +5s and +10s) would have a strength of 37. A 100 in any attribute could be attained once a player had a skill of 100 and reached level 35, or 25 with a +10 racial bonus.
H = 50 + E(1+.1L), where H is health, E is endurance, and L is level.
Here, a lvl1 character with the minimum of 31 endurance would have 84 health, while a character with 37 health would have 91. Because level is multiplicative, the health difference between different endurances would increase with level, to the point where a lvl50 character with 100 endurance would have a whopping 650 health, while a lvl50 character who never bothered to increase endurance beyond the minimum would only have 236, much smaller but still larger than the beginning value due to constant battle. Similarly to Morrowind and Oblivion, a character with a maxed out endurance would gain 10 hit points per level, but your health would not depend on when you maxed out your endurance.
Sta = 50 + (Str + A + W + E)/4 * (1+.1L), where Sta is stamina, Str is strength, A is agility, W is willpower, E is endurance, and L is level
I like the way that stamina depended on a variety of attributes in previous games. Here, it works almost exactly the same as health, except instead of considering a single attribute, it considers several. Even if a character never increases their attributes, they're still getting in better shape simply from all the adventuring they're doing. :biggrin:
M = 50 + 2(I-25)(1+.1L), where M is magicka, I is intelligence, and L is level
I think magicka should be more dependent on attributes than health and stamina, simply because a warrior is never going to use and improve his magical abilities, while a mage or a thief will still toughen up and get in shape from getting beaten on and running everywhere. This way, a starting character has anywhere from 63 to 76 magicka, while a lvl 50 can have anywhere from 122 to 950.
Alright, I realize that I may have gone a little overboard on the details there, but I really feel like a system like that would be far superior to simply removing the base attributes. Does anyone else agree, or do you have completely different thoughts on the matter?