What do you think of its combat style, then?
I personally prefer it to all the TES games, although for gameworld and roleplaying I prefer TES games.
But Baldur's Gate's combat removed the tedium of clicking for every swing and I really like the way they do magic.
I like Baldur's Gate's combat, but again, my problem with Morrowind's combat is that it's for a first-person, real-time game in which I must click for each swing. Baldur's Gate's combat works for Baldur's Gate(same thing goes for KotOR and Dragon Age's combat), a third person, party based RPG. Morrowind's combat, for me, at least, just doesn't work for the viewpoint, in my opinion. I have nothing against dice rolls, but in some way, I believe first-person combat should be more than just clicking as fast as I can or telling a character to attack once and just watch combat play out by itself. I feel as if blocking should be manual and there should be some character involvement to make the combat fun, but with character skill determining just how well the character does something that the player commands the character to do. I don't want combos, Assassins' Creed style countering, or God of War style "click this button now to decapitate your enemy in the goriest fashion possible", but animations to show missing or failing at an attack with some control to my character's actions is what I want if a dice roll system is used.
Oblivion is not the first RPG I've played that has damage be based on character skill instead of hitting or missing. That seems to be a more modern development in RPGs, but it's not the first time I've come across that. I want a mix of failure and damage dealt based on skill and attributes with manual blocking and animations for missing in the next Elder Scrolls game. I don't think there should be perks, but I'm picturing a system that feels like Oblivion's(manual blocking, swinging from different sides/angles, and power attacks based on directional movement) combined with both a chance of failure(Morrowind) and damage dealt based on skills and attributes(Oblivion), but to a reduced degree for the failure, as I felt it was far too much in Morrowind, but combined with an untouched version of Oblivion's damage dealt system, I think it would be balanced. You would choose when to block, but you may fail completely based on blocking skill and a dice roll(similar to Morrowind, but with the blocking being manual). When you succeed at blocking, damage reduced depends on blocking skill, as well(similar to Oblivion). You would be able to attempt any power attack at any skill level but a dice roll in combination with your blade skill would determine if you fail or succeed, while still including only a small chance, but still a greater chance than Oblivion's 5% chance, to actually make use of that attack's effect. You would also be able to attempt to use any spell at any level, but skill level increases would decrease the cost of each spell(Oblivion) as well as increass one's chance to succeed(Morrowind). I also think magicka should regenerate as in Oblivion, but perhaps to a slightly lesser degree. I definitely want to be able to cast spells with a weapon drawn, as well. For the dodging of acrobatics in Oblivion, I think that should stay, but again, be attempt-able at any skill level with a chance of failure based on skill level and a dice roll. All the effects of Oblivion's perks would become gradually improving possibilities(possibilities at any skill level) in this system that I'm thinking of combined with a chance of failure and Oblivion's damage dealt or damage reduced formulas.