Interesting, so you're proposing a sort of minimum skill requirement to begin training as a mage, for example, or something along those lines?
Yes, a minimum requirement to join, but also the next tasks should be more geared more toward the archetype of the guild, and those tasks gradually get more difficult and more specialized, so the unfitting naturally are filtered out, or forced to adopt.
Also at some stages some high level guild member, might point out that he does not think that we are fit to remain in the guild unless we prove that we can do so and so...
By the way, I thout about the theme a bit more and reached conclusions:
We have several types of quests.
Main quest, which should be universal and all the different character types should be complete, but it should gradually become more difficult and direct the players toward more dangerous areas, so that no underdeveloped character should be able to become the "Master of Skyrim" at level 7.
The guild quests should be more geared toward the relative archetype, depending on the guild of-course, so a guild dedicated to kill or repel all the elven people out of Skyrim, should not be picky on our skills, and would only require us to do the jobs at hand, but even those should require some principles and if we do not fit in those principles, we are warned and then out.
We
chose not to follow those principles, and we met the consequences of our choices.
The "Radiant Story" by nature are intelligently chosen for the role that we had played until now, so they are good candidate to add more variety to each game, depending on our play style.
So some are universal quests and fit any play style, but some can be more geared toward mage type characters, and some can be more geared toward stealthy characters and so on...
Thus if we impersonate a rogue, we are a bit more likely to encounter "Radiant Story" quests that are more geared toward rogue type characters, but it would not rule out the other style of quests, but adjust the chance percentage a bit.
This would add tremendous replay-ability for the game, especially as those quests are semi-randomly chosen, and might become repetitive, so in the next games, when we choose another play styles, suddenly we see that we encounter new types of quests that we did not see before.
As for regular manually designed misc quests, or in fact all the other quests as well:
All the quests, can have several possible approaches, means or route toward the goal that might be geared toward different types of characters, so if you are a fighter character, you are naturally drawn toward the approach that is more fitting for fighter style characters.
And if you are a stealthy character, you are probably drawn toward stealthy approach of solving the quests, and the quest designers should provide different approaches and routes, to the quest goals, that might even be different for each approach.
This way, in the next games with different roles that we play, we might be surprised at new outcomes of the quests.
I would immensely love that, and It was what I meant about choices and consequences.
Edit:
In all honesty I'm against those as well. Skill checks are boring, and unimaginative. There's so much more you can do with these situations, rather than a computer checking to see if you have x skill high enough yet.
Yes, I did not mean the reading of numbers and acceptance on the result and the requirements should be tested more in the initial task, so that if we could complete it, we are in, and if not, out. :goodjob: