» Tue Aug 17, 2010 2:14 pm
For me it depends on how all the new "tasks" such as mining are managed. If everything besides smithing, enchanting, and alchemy only requires interaction and isn't skill-related then 18 sounds about right.
My ideal solution would be to add a 4th major category of trade skills to the pantheon of combat, stealth, and magic. It would govern alchemy, smithing, and enchanting as well as others such as :
Taming/Breeding/Petkeeping (for horses or companions such as a hunting hound)
Trap Making (making large traps to assassinate or catch game, or portable ones for use in combat; could also govern lockpicking, which I don't like being a standalone skill)
Mercantile/Economy (in addition to it's uses in Oblivion, it could determine what you receive from mini-professions such as mining)
In general, being able to make a variety of cool and useful things along the lines of alchemy would add tons of replayability for me. Think about it, you could sneak around and only kill people using traps (which could be poisoned!!!!!) You could hide in a corner while a summoned beast and beast you tamed compete to slaughter your enemies. You could use telekinesis to make a line of traps between you and a sleeping marauder and then wake him up with an arrow in his bowels. It seems you'll already be able to lay a destruction ice trap next to a guard, backstab him, and lead him into it so he's slowed and you can get away to backstab him again. That's the kind of creative variation thing that would get me to play through the game on 8 different characters instead of 2 or 3.