Apologies if this has been mentioned before and if this is not the appropriate forum. My intentions are not to troll. I really want to 'get this off my chest' and enjoy the pipe dream that the devs will see this, that and me liking TES. Now, on to the post!
I was thinking about how Bethesda has handled the classes and races and came to the conclusion that they should do away with the racial abilities, save for the Argonians' and Khajiit's claws given their biology. But do not the abilities in previous have connections to the lore? Well, sort of, but I feel they limit the player's ability to - well - role play. Here, or read, me out.
I was considering the possibility of allowing players to customize their attributes like they were allowed to do in Daggerfall or have the attribute bonuses built in with the selection of their main archetype that would confer appropriate bonuses. Rogues could have initial poison and disease resistances and stamina buffs, or something similar. I am not confident in my approach to the resistance things. Maybe bringing back and altering the Birthsigns and letting those handle the resistances and other buffs, or doing something new? Regardless, would a Bosmer raised in, say, Skyrim really have some vague resistance to things they likely would not encounter if they were in Valenwood? Maybe their parents did not pass something on? I don't know. Something, because does not having such fixed buffs imply your character has a history that set them on a specific path before you even had a say? That is what I mean by limiting role play.
If the former were chosen, players could then 'chose' their archetype in the first quest - and a chance to redo their attributes - and go onto play in the traditional Elder Scrolls fashion and build from there. What about the 'traditional' abilities like the Dunmer's ancestor summoning? This is were the role playing comes further manifests itself, in my opinion.
Why not make those abilities readily available through a quest? People who are role playing as races typically associated with those powers would still have access to them and allowing others to have that option would not lessen them, in my opinion. A Nord with the power to control animals? Why not? Maybe that Nord is good with magic or they grew up with the old ways. And so on. I have no doubt RPers can string up good back stories for their choices, and the lore allows for variation - e.g. an Altmer who is good with a sword and shield but svcks at magic, so I do not see a problem with it. The quest thing might feel immersion breaking, and if so, give players that ability to choose from the start. The end result would be the same thus I have no preference.
Your thoughts. A waste of time or something worth considering? I am not sold that this is the only way either. I believe I am missing some things but I feel that we should have more choice over our characters nonetheless.