» Fri Dec 04, 2009 5:47 pm
No, in Morrowind the slots for Minor Skills forced unneeded Skills merely to fill the Slots to make the Class. This ruined much of the potential variety in Character Class. That meant for any real difference in play style it was up to the Player to avoid certain Spells, and actions. There was simply too many Slots, and not enough Skills, nor Variety. Oblivion suffered by not enough different Skills to fill the Majors, and give most classes a Unique feel. Most of the time you were stuck in a standard Cooking Cutter type Build.
I suppose I feel this way since I hosted the Morrowind Character Database, and assisted in the creation of the Oblivion Character Database. As well as added to it. So I found myself structuring Class Build for many players. The wall I always ran into was giving them them their Major Skills, then forced to throw in Minors that did not go well with the Character concept. So most of the work was explaining the method in which to get that desired feel for the Character. Such Combat Tactics, desired Factions, Armor selections, more or less for cosmetic reasons. Role Playing ideas, as well as Mods to insist in acquiring armor, or other mechanic altering Mods.
For Oblivion it was generally the same thing. Just it always felt like a slightly modified Default Class. Again requiring me to think of the Class, find some information about it. Then building a set of Guide Lines. While it was fun, it felt like I was taking the same idea, and throwing a new coat of paint on it, and saying. "Here is your own unique class!"