This is the topic that finally spurred me into making an account and posting.
Even though this seems to be the minority opinion I agree with LeBurns and Arwen that the removal of being able to choose your starting skills is almost irreplaceable when it comes to roleplaying.
As a new age gamer I find it hard to overlook gameplay for roleplaying aspects having not grownup with D&D and the like. When it came to Oblivion and Morrowind I could not stand the combat, but the fact that I was able to play and enjoy the games as a whole attests to how strong the roleplaying elements were in those games.
Personally, being able to plan out my character with initial skills, the skills I would focus on throughout the game, added hours to the games. "How can I effectively build and play a Deathknight? What skills would they be strong in?" Removing those initial choices limits the planning and background I can add to the character. Having a limit on which skills you picked made for tough decisions. Clearly this takes place in Skyrim as well considering you level faster if you stick to a few skills, but this all takes place after character creation.
Obviously I am still excited for Skyrim otherwise I wouldn't be reading these forums, and being an aforementioned new age gamer I am really looking forward to the much improved combat systems. I'm just a little bummed out about the lessened depth of character planning/creation, but not too worried as I'm sure mods will be out within a month of release to address any concerns I may have.
Lastly, @Daydark.
Your posts have been attacking Arwen personally, not just their opinions and is highly disrespectful. This only serves to scare new posters from sharing their opinions for fear of being belittled. Everyone is entitled to their opinion and just because you don't agree with them doesn't make them less intelligent than you.
First of all, welcome the TES forums. And I'm personally happy to see a new member who shares some of my concerns about where TES is heading as a RPG. Lastly, thanks for your support.
![Smile :)](http://gamesas.com/images/smilies/icon_e_smile.gif)
Some people here cannot seem to debate without resorting to personal attacks.
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@Daydark and Bukee:
There WERE initial limitations (quoted portions are from the TES Wiki, since that is a LOT faster for me than typing this all out . . . and just being accused of not doing any research, or knowing what I'm talking about):
Birthsigns: “In Tamriel, a birthsign is the constellation under which a person is born. Each bestows upon those born under it unique magical powers - either passive or active - and may be perceived as either a "blessing" or a "curse".” For instance, “the Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic.”
Class: “a combination of a specialization (Combat, Magic or Stealth), favored attributes, and major skills. Your character's class determines what skills you will be most proficient in, and this in turn affects how you level.” In Oblivion, you could pick one of the 21 Standard Classes, or create your own custom Class.
Race: “determines your character's initial Attribute values and also provides bonuses to various Skills.” Each race also has special abilities, and in some cases weaknesses. AND the skill points were DIFFERENT depending which gender you were playing. [Note, since the Attributes and Gender Differences were removed in Skyrim, the main differences between races are also gone.]
You guys keep acting like initial differences are not and were never important . . . that is totally NOT true. The hardest (and best) part of any TES RPG has always been the first few levels, because that was when your INITIAL character build had the greatest impact. This is what also gave these games the most replay value. Todd’s reason for removing Classes even supports my point that character builds did add limitations: “People would play and the general pattern would be, they played for like three hours and then, ‘oh, I picked the wrong skills, I’m going to start over.” If Classes made no real difference in how your game played, then why did so many feel like they had to start over, when they made a “bad” build?
You two (and others here) keep claiming that every character build ALWAYS ends up the same. This is simply not true either. The only time is even remotely true, is IF you max out all your skills. And, guess what? Not everyone who plays these games maxes out ALL their skills . . . in fact, my own feelings are this is not even the norm for MOST player. I NEVER even came close to maxing out ANY of my characters in either MW or OB. Every single character ended up VERY different.
PLUS, you two keep ignoring my first statement in this thread about the character build process, even though this is the THIRD time that I’ve repeated it:
“This wasn't done as well as it could have been, but it still worked (This could have been fixed just by slowing down the leveling up speed, and by making the Attributes only rarely increase, and by limiting the maximum amount that a skill could increase based that skills governing Attribute).”
Instead of improving it, by making the character builds have a greater affect, with more persistent inherent Strengths and Weaknesses, they pretty much just threw it all out, and gave us Fast Leveling (because “leveling up is fun”), and Perk Bonuses.