Indeed. In fact all the skills should be removed altogether, to make way for a more playerdriven combat. Just have perks have special abilities - that aren't necessary. That would make a fine RPG, fit for the audience of today. Lots of money for Beth to create another fine game.
Indeed, indeed.
let's say there's no attributes, then. let's just ASSUME, despite the lack of evidence for or against this, that they removed attributes.
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if they did remove attributes, i'm very happy they did, because i'm interested in seeing how they'll handle it. more numbers doesn't make a game more complex if half of those numbers could've been compressed into other numbers a long time ago because they don't do anything on their own. virtually everything attributes handled could've been handled through skills - this is just one step further away from traditional RPG norms.
I am interested to see what they do,
in general. We can find evidence to support almost any theory while poking holes in all others with that 6 page spread. Yes, it could be a perk and skill system. It could also be a perk, skill, attribute system. It could also be hungry hungry hippo's for all we know, being once again hoodwinked by Bethesda press releases. I would prefer that Attributes become more useful alongside the perks that we have heard about, not through them. The whole discussion is about the cutting of things where the reduction of everything is not immediately necessary.
There is no need to brow beat everyone to think otherwise.
The perks will allow for far more unique characters.
Would characters again be more unique if perks were avalible alongside attributes, or do attributes instantly turn character creating into mush?
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Anyone can answer, of course.
I really want to see a discussion about what it really means to have/to lose attributes in the game. It's something we've been used to in the series (and in many other RPGs) so our initial reaction is one of loss. I want to move beyond that initial reaction and really dig deep about the possible consequences of such a change.
Can it possibly result in a better, more immersive game experience? I don't know. When I told my friend about the news, he was very excited. He thought attributes in Oblivion and Morrowind took away from his ability to suspend disbelief and immerse himself in the world. It made him spend time crunching numbers instead of exploring.
I think attributes contributed enough in the past games that they should remain. The main issue with attributes has been the multipliers upon leveling up, however the rest has been fairly solid. With some modifications (to justify them with what we know of the leveling system) I think Attributes could still have a meaningful impact beyond perks. And to start on that difference, perks are unique things that my character will learn or specialize in. They augment the skills. They do not replace the skills. Nor replace the attributes, nor did they in Fallout 3. GCD is a good example of how attributes should be handled. The Attribute raises as the skills raise, no calculated multiplier.
Stamina can still be figured based off of its former components, however it does not grow exponentially. It receives linear gains upon leveling up, upon the selected leveling bonus, and upon an increase in a corresponding attribute. Nothing is overly exploitable, nothing is entirely restrictive. And this same set up can exist for Mana and Health.
Now for what the Attributes do (along with reasons they seemed broken in OB):
Encumbrance (attribute multipliers for strength)
Health (Multipliers, and an exponential effect)
Fatigue
Recoil
Mana (multipliers)
Mana regen (multipliers)
Spell resistance (Will) (small effect)
Movement Speed
Initial disposition of NPC's
If you disagree on any of these let me know.
That is quite a few effects that would be changed into perks along with the leveling system.
I think a better fit is to keep the attributes and those effects while using perks for more creative ends.