Some things that some don't seem to understand about Classes

Post » Sat Jun 11, 2011 2:21 pm

So you didn't read the topic, right? Because I already responded to this issue.


You mean this?

Now, my response to this is that people who think like this have missed something very big about character creation. Character creation is not meant as a mechanic with which to limit your character with, but to give them a boost in a range of skills that you select, which due to the fact that all characters start out as advlts, we can reason to be that set of skills we spent our lives up until that point training, which comes to form our class.


The thing is, this whole thread is a massive PR campaign, and I happen to be able to see through PR pretty easily. You're saying, "oh, character creation doesn't limit your character, it rewards you for choosing a limited number of skills at the beginning of the game!", and you completely disregard that that means the same thing.

So I choose some skills at the beginning of the game. Sure, I can be rewarded by using them, but what if I decide that the Ebony armour is ugly as all hell and I want to wear Glass armour instead? Too bad, I chose Heavy Armour as a major skill!

The whole point of an Elder Scrolls game is "be whatever you want to be, and do whatever you want to do." It's on page 1 of my Morrowind manual.
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Chantel Hopkin
 
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Post » Sat Jun 11, 2011 12:51 pm

So what, choosing heavy armor means you can't go train your light armor skill? Or do you think you should be able to just take all the skill levels you have in Heavy Armor and shove them into Light armor?

Yes, you can site the major skills being the only skills that allow you to level issue, but I've already said that I agree that that should be rightfully removed.

You cannot say that "no matter what" Skyrim will level at the same speed as the older ES games, because my position is supported by the evidence and yours is about specifically omitting it


Precisely, and nothing is stopping you in the class system besides the things I've already said I agree should be removed. Your minor skills just don't disappear because you pick 7 majors. Seems to me you just want the game to not have any sense of character progression at all, instead opting for this notion that you should be able to pick up a sword and a shield and be amazing with them after spending all previous gaming time training magical skills.

If you start out as a mage type character and somewhere down the line want to start using a sword, then you pick one up and start using it. You may not be good at it, but you weren't crazy good at magic either when you started using it. The point of the class system should be that its a one time boost to a set of skills you think you'll use during your character's life from that point on.
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Riky Carrasco
 
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Post » Sat Jun 11, 2011 7:43 pm

All I was doing was correcting you about the speed of skill levelling, specifically I wanted to make sure you knew about Guardian Stones, as it seems clear to me that skills are going to level at a different (faster) speed than we're used to from previous ES games. I haven't really given my opinion on character creation at all, but if I was asked I would say that I prefer Skyrim's new approach to the old one... you are what you play- doesn't get much better than that :clap:
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Erich Lendermon
 
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Post » Sat Jun 11, 2011 7:22 pm

That ruins roleplaying for me personally. What if I was a powerful sorcerer who managed to get caught by that young naive mage at the wrong time no more than a year before the game starts? Does my sorcerer have to lose his powers over the course of a year?

Yes, because you start at level 1.

Freedom in roleplay can only go so far before it starts impeding gameplay. The game has to start somehow, and no matter how Bethesda could choose to do it, it would impede on someone's roleplay. Unless you mod, you will start in a prison at level 1. There's no avoiding that.
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Nichola Haynes
 
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Post » Sat Jun 11, 2011 6:43 pm

@ sovern Even if at the base line skills level 20x faster, the fact of the matter is that if you level one skill up and then decide to switch to another you aren't going to magically gain some extra benefit just because there is no class system. Its the same no matter what. If I pick one-handed weapons as my weapons of choice for half of my playthrough, then decide halfway that I want to switch to two handers, then the same amount of time, more or less, is going to be spent getting two-handers to a comparable level. With the Guardian Stones or whatever other factors the time taken for two handers may be shorter or even longer than it was with one-handers, but regardless it isn't like the same thing doesn't happen within the class system. And this doesn't even take into account someone who doesn't use the Stones for his first skill but then decides to use them for his second or vice versa. The stones may help someone get a skill up to a higher level yes, but you still will spend a considerable amount of time doing it.


Which is exactly my point. Lets say for instance you have one major skill (here assuming Majors and Minors train at the same rate) at 40 and another minor/miscellaenous skill at 40 at one point in your game. You start with your major skill training it to lets say 80, then decide you want to switch to your minor. You'd spend the same amount of time getting that minor up to where your major was. The exact same thing will happen in Skyrims system, and with the added Guardian Stones and possibly other factors this time can either be shortened or elongated. BUT YOU STILL WILL HAVE TO TAKE TIME TO DO IT. YOU DON'T GET IT INSTANTLY. And that is what peeves me is that people seem to think that in Skyrim you'll be able to just instantly pick up a Two Hander after having used a Bow for most of the game and be good with it.

Yes, because you start at level 1.


So? You have obviously missed the point. The Class system gives me the option of actually having been someone before my imprisonment. As someone posted before, we aren't born in the prisons so naturally we must have had some skills that we had beforehand, which would have made our initial class the name of which we should be able to chang eat will, as well as which skills actually fall under this class. In fact, it would be nice to have a section where we can put our most used skills or skills we're watching/training and call those our class skills, when in reality the distinction means nothing to the non-roleplayer. And for those who want to roleplay simpletons, I've already said there should be an option for "No Class".
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MR.BIGG
 
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Post » Sat Jun 11, 2011 8:33 am

One thing that could potentially fix this problem for both pro class and pro non class system is to give us Fallout 3 style Tag Skills. You get 3 skills at the start that get a bonus to them. thats it, no classes but you do specialize in something right at the start of the game much...
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Brooke Turner
 
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Post » Sat Jun 11, 2011 12:51 pm

^^ Thats pretty much what I've been saying except with a few key differences:

There would still be a class type of feature. Except it would be entirely cosmetic and changeable at will. IE, you can change name, description, and which skills are considered class skills (and would thus show at the top of the skill list, which would actually be a good feature across the board, having skills that stay towards the top of the list) and so on.

You could put the bonuses on the standard 7 skills of past games. (possibly even make them smaller bonuses. I'm not advocating level 40 One Handed if the natural cut off for normal leveling is 50, IIRC)
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Chloe :)
 
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Post » Sat Jun 11, 2011 10:18 pm

Yeah you're right in the sense that you still have to get your second combat skill from say 30 to around 70 to be useful, but I think the amount of time it'll take you to actually level up that second skill will be overall less because you're going to have a higher base level which will make it easier for you to get more experience faster. It would be a subtle difference if you switched skills a lot early on, but if you stuck with 1 handed weapons until base level 30 and then switched to 2 handed weapons I think it's safe to say you're going to level up faster. And before you say "it works like that in the other games too" you have to remember that Todd said for Skyrim your highest levelled skills will contribute more exp to your base level than minor levelled skills, which is completely different from Morrowind and Oblivion, where only your class skills contributed to your base level. What this all means is basically that everything you do will level you up in Skyrim, so there's going to be no more "efficient levelling" and just the whole dynamic of how your character develops is going to be really different from what we're used to and this why responses like "We haven't even played the game yet" really are the most appropriate... there's obviously still details about these systems that they haven't even told us about yet (like what the racial bonuses are)
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Victoria Vasileva
 
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Post » Sat Jun 11, 2011 8:49 pm

The basic fact is bethesda decided to try something new and alot of us went OOO I LIKE THAT. And your upset about the fact we like it.

Somehow you feel we have betrayed atributes and classes and the holy sacred heart of rpg!!!!!!!!!!!!!!!!!!

No we just like this idea. We can come up with dozens of reasons why we like it but we realy dont need to we just like it and bethesda likes it and tada its HERE.


So you can talk a billion years about a billion reasons for this and that it doesnt effect this at all. Because we like what they are doing they like what they are doing its being done.

And that is it.
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zoe
 
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Post » Sat Jun 11, 2011 8:55 am

All of that could have happened without getting rid of the class system. Hell I'd be happy if we just had a menu option that said "Hey, want to have a class? Type in a name and a description and there you go!" Some people like actually having such things in game.

Don't get me wrong, I LIKE how Skyrim is handling leveling and all that. I just miss classes because quite frankly they didn't need to be gotten rid of. Like a lot of things they've cut for no reason when the better option would be to fix them.

And somehow I doubt you'll be able to get Two Handers up any quicker just because you're a higher level. If anything it should go slower unless you just sit in the forest and kill boars or something. Up against enemies more comparable with your level and your strengths you'll have a harder time getting it up despite the fact that your a higher level because where you gain from having a high level you lose from not being able to put out that much damage. Now naturally for skills that aren't so reliant on things like that, rates will change because all that matters is whether you have an XP multipliers (like the Stones) currently affecting you as well as fast you can actually input an action (like swinging a sword or casting a spell) in any given amount of time.

And that is it.


So when did we hold an election for whose going to represent the collective opinion of the entirety of Bethesda's fanbase? If thats the best response you can come up with then you obviously missed the point entirely of this topic and instead have written it off as just another topic that goes "WAHHH BETH ISN"T MAKING THE GAME I WANTED" when in reality this topic is about the previous class system, arguments against it, and arguments against those arguments, as it all relates to Skyrim.

So, in essence, don't bother posting if you don't have anything constructive to say, because you're wasting my time.
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Lalla Vu
 
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Post » Sat Jun 11, 2011 10:33 am

Actualy I did write it off as just anouther waaaaaaaaaah topic.. sorry if its otherwise it didnt look it when I read it.


I think the fact is alot of people on the anti class anti atribute side of this arnt realy going about it from that angle they just dont want skyrim to change from what they have just seen. Because they like what they saw.

So they will jump on anything that asks to tweak it.



I simply want to see this new idea in its full and see how it works out. I dont want them to go back halfway I realy want this new idea fully explored by them and maybe even expanded on in es6.
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Charlotte Lloyd-Jones
 
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Post » Sat Jun 11, 2011 5:22 pm

Somehow something tells me that the same sort of things happened around this time when Oblivion came out. And we all know how that went down.
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sally coker
 
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Post » Sat Jun 11, 2011 12:29 pm

NOTE: this thread is in response to the class debate and is more or less based around the PAST games, not specifically Skyrim and Skyrim only.


Ok, so I've been basically lurking around here watching all the topics go by, and I got particularly interested in the classes issue today. So I thought I'd give my own responses to some common arguments against them that I saw. Sure I could go post in those topics (note that the ones I've been looking at are a little old) but due to this boards rate of posting, so to speak, it would likely get drowned out and pretty much go unheard. Plus, its a big post, so why not give it its own topic.

But anyway..

#1 - Defining yourself as you go

So, the basic argument here is that, when starting the game, you are forced to decide what you're character 'can' and 'cannot' do. You are forced to take up a class and decide on what skills you want to use for the rest of the game, when for most players who haven't already been through this situation a hundred times (as is the common thing for ES players to do) you don't even know if you'll end up using those skills or if they'll even be useful mid to end game, or even at all. Subsequent playthroughs more or less dissolve the problem but for those who use this argument the problem for them is still there.

Now, my response to this is that people who think like this have missed something very big about character creation. Character creation is not meant as a mechanic with which to limit your character with, but to give them a boost in a range of skills that you select, which due to the fact that all characters start out as advlts, we can reason to be that set of skills we spent our lives up until that point training, which comes to form our class.

Our characters start out with a significant portion of their lives already passed and unless you're trying to play a character that starts out as a simpleton who has all skills at level 5 (which is what Skyrim seems to be doing, but the same effect could have been had by the simple option of "No Class" and then letting us define our class as we go, giving us the option to change class names at will) , then you're naturally going to have a specific set of skills trained up until that point where you the player take control, and as such defining your class in the beginning not only serves a significant roleplaying (where was your character going? What did he do, why did he do it, for who or for what? Etc) and realism (even simpletons have some sort of skill) purpose, but also for gameplay purposes with the aforementioned boost mechanic.

In pure gameplay the class means nothing more than a simple boost in skills you think you will most likely use throughout the course of that character so that you don't have to spend time getting them up to such levels. And if you decide that you want to drop Long Blade and go for Blunt, but you only selected Long Blade as a Major Skill, then not all is lost. You simply sit and train blunt up to a comparable level to your Long Blade skill. The same thing is going to happen in Skyrim, but now we only have two (stupid) weapon skills. If you want to forgo one handed weapons for two handed weapons after having already maxed one handers you're going to fall in the same boat as if you decided on the same thing in Oblivion or Morrowind.

No matter what, you will always spend the same amount of time getting the skills you want to use up to usable levels whether theres a class system in place or not. So, I think, this issue of 'defining yourself as you go >> defining yourself in the beginning" is really just missing the point of the class system in the first place as no matter what the same amount of time is spent if you decide to use different skills compared to what you started out with. Truly, the only real problem with the class system is that it is fixed in the name area. And this is a simple matter of allowing Class Name/Descriptions to be changed at will.

The same arguments here can also be said about Birthsigns. True though it is that you shouldn't be able to change that at will, and thus this creates a problem of having a useless birthsign for your character, this issue can be more or less avoided by the fact that there are plenty of generic and less class specific birthsigns to choose which can benefit any character as equal as possible if you're one to be changing what skills you want to use on one character.

This brings us to another common issue:

#2 The Stat Grind
It sould be 100% unrealistic its a fantasy game.

Now, the argument I sometimes see here is that the class system exacerbates the issue of the "stat grind", where a player tends to be overly focused on making their character be the best possible thing ever by end-game so that they don't die in five seconds. The reasons should be obvious as to players who worry about such things, choosing the right Majors and Minors can either spell disaster or bliss.

This issue was most apparent in Oblivion, due to its terrible level scaling, among other things, and was only slightly an issue in Morrowind. However, on the assumption that level scaling is fixed (as it rightfully should be), then the only problem that persists is the issue of health. Non-warriors, or at least those players who do not bother to train endurance to max as early as possible, have a very high possibility of being gimped out of having high health due to how the health system works.

But the thing is, non-warriors by tradition don't need to have high health to cope with taking damage. Mages have multiple abilities at their disposal, including the ability to raise health to astronomical levels, to deal with damage and stealth characters generally are not supposed to even get hit, having put the time that could have been spent on being able to absorb damage on avoiding even being hit altogether. And melee characters obviously deal with damage by just absorbing it. And even disregarding that, those players that still want to have high health for their character (even though they may be some scrawny mage or thief or whatever) can still just train an endurance skill (or skills) up early alongside their other skills. And if you decide not to do so (and on the assumption that you knew better. Newer players should naturally fall into this issue once or twice) then thats your own fault. You should have other methods of dealing with damage at this point and if you don't, too bad, because you probably tried creating a character that shouldn't even be fighting anyway.

Now, Skyrim's answer to this issue is by allowing you to just raise health up directly regardless of what skills you train. And not only is this massively unrealistic but its also removes a fairly core gameplay mechanic for no good reason at all other than to appease the great mass of players who all yelled "HEY BETH OBLIVION svck SFIX IT ASDRHA;ESRHAESIRASDRIAESNF;ASDIHF1". Problem is, they fixed the wrong thing. In Morrowind, I hardly ever worried about grinding out my health stat except when I was taking on monsters which were naturally out of my powers to defeat anyway. Even on higher difficulties I only worried about it ever so slightly and even then I wasn't obsesssing over it. I felt no need to max Endurance by level 10 or some such nonsense. But in Oblivion, I most certainly had to because by level 20 monsters were going to start hitting harder than I could to them, and if I didn't have Endurance already maxed 10 levels ago I was pretty much screwed. Even on characters which I reasoned didn't really need health to such a great degree had to worry about it, which is sad, as I shouldn't have to worry about maxing Heavy Armor with my Thief.

The problem here was level scaling and a great lack of other methods of dealing with damage. Not the health system.

But those are the two issues I thought I'd give my 2 cents on.

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jessica robson
 
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Post » Sat Jun 11, 2011 8:36 pm

And somehow I doubt you'll be able to get Two Handers up any quicker just because you're a higher level. If anything it should go slower unless you just sit in the forest and kill boars or something. Up against enemies more comparable with your level and your strengths you'll have a harder time getting it up despite the fact that your a higher level because where you gain from having a high level you lose from not being able to put out that much damage.


It depends on whether or not you gain skill experience from number of attacks dealt, or from amount of damage dealt, and I don't think we know yet. If it's from number of attacks dealt, though, then you would definitely level your second combat skill faster because you would have to do more attacks with it to deal out an equivalent amount of damage to what you were doing with your better skill.
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Karen anwyn Green
 
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Post » Sat Jun 11, 2011 8:38 pm

Hmm good point, but like I said, the minimal damage output is going to be more or less balanced out by the fact that your enemy will likely not have the same handicap.
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Matt Bigelow
 
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Post » Sat Jun 11, 2011 3:08 pm

Although I agree with you that some people may want to start with already developed characters, that will defy the reason to play the original game for masses. Everyone will go for awesome button then.

Do you realize the power of this new system? 1 out of 3 and 50 out of 280+, there is no way to go wrong with this.

Ignoring the skill numbers, only thinking perks and stat choice, at level 2, mathematically there will be a thousand different possible characters. By level 5, a hundred billion or more. Can't imagine the number by level 50.

I didn't actually calculate it. Any math expert can shed a light? Everyone will get their unique character and they will be really unique even if we all choose to play naked Nords.

I think these new system is for hardcoe RPG fans exclusively, I am actually imagining them praising and rejoicing for this new system on everywhere on the INTERNET.(except here, ironically.)
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Ally Chimienti
 
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Post » Sat Jun 11, 2011 6:45 am

Yes, if you take all those variables and multiply them together you can get a fairly large amount of unique characters. Add a class system and that number can multiply exponentially easily, even if all the class system amounts to is a simple Class Name, Description, and custom set of skills that just stay up at the top of the list. No bonuses or anything like that.

Add bonuses and we see yet another exponential gain and unique characters. And do note that I'm not saying we should have the option of starting out with level 50 One-Handed Weapons, but may be instead of a stock 5 or even 1, we could get 10 points or even just 5 points. A boost to make it seem like we actually had a life before we were imprisoned. Or we can opt to forgo the bonus for an added challenge, with may be a 10% xp gain for the first few levels or no bonuses at all.

See why we complain about things being removed? Because it exponentially decreases the amount of possible characters when quite frankly there was no reason to.
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Lyndsey Bird
 
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Post » Sat Jun 11, 2011 1:57 pm

Completely agree with the OP on this one.

Although racial perks and skill bonuses have been confirmed, I would enjoy something else to help me further define my character, perhaps something similar to the TAG system in Fallout, although the guardian stones we saw in the demo were a nice surprise.

As far as stat grinding goes, not all characters are meant to be equal. A pure mage isn't supposed to be able to take hits as a warrior, and trying to get your character to do everything is just bad role-playing IMO. The main reason health was such a problem in Oblivion was because of all that accursed level-scaling.

I do like that sound of the new perk system though. It allows you to do everything, but only be proficient in a few things. I remember Todd saying that the real power comes from perks, and we can only take 50. So let's say, and I'm making up numbers here, there are 10 perks per skill, that means we can only truly master 5 skills per character.
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Marcus Jordan
 
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Post » Sat Jun 11, 2011 6:55 am

You can't just dismiss Guardian Stones and the faster 1-50 style gameplay and then say "no matter what all skills take the same amount of time to level up". Guardian Stones do matter as they are part of the gameplay and they give a 30% EXP bonus, which means you'll level those skills a third faster than normal. And Todd said in one of the earliest interviews that part of the reason they went with a 1-50 approach was because levellling up and selecting perks is fun so they want you to get a decent start of customizing your character early on.

I can say that "no matter what" Skyrim will have faster levelling. You cannot say that "no matter what" Skyrim will level at the same speed as the older ES games, because my position is supported by the evidence and yours is about specifically omitting it :geek:

Forgive me if someone has already pointed this out, but if they were so concerned about letting us customize our characters early on then why didn't they just let us pick our classes in the first place?
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Spencey!
 
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Post » Sat Jun 11, 2011 11:24 am

In short, this conflicts with the perk system.

Keep in mind that classes were dropped in order to make sure that you wouldn't get two hours into the game, then realize you weren't content with your character and have to start over.

Now, if you got skill boosts in the beginning of the game, you would level less times during the game, and with the current perk rate you would get less perks. So you either have to increase the perk rate or give the character some perks at the beginning in order to compensate (we already get only 50 of 280 perks, I can't imagine getting less).

Both of these solutions create the same problem: you have to take a lot of perks in the beginning of the game, before you've had much experience with the skill. This leads in many cases to regretting your decisions later on in the game, the very thing we wanted to avoid.

EDIT: Well, obviously the problem won't be as severe with an increased perk rate. I'm assuming that they're happy with the one perk per level thing, and that likely won't change. Also edited the above post very slightly, for clarity's sake.

EDIT 2: Wait. A second, maybe less solvable issue (the first is maybe not such a problem because of the high level cap) is the fact that you would have to increase other skills in order to get perks in the skill you're interested in. I tried doing the math to see if this is actually the case, but we're missing a lot of information about how skillups contribute to levelups.

Well, I think it's clear now that these technical issues probably not the problem... they probably just want to make new players experiment with all the skills, or something like that.
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AnDres MeZa
 
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Post » Sat Jun 11, 2011 5:42 pm

Yes, because you start at level 1.

Freedom in roleplay can only go so far before it starts impeding gameplay. The game has to start somehow, and no matter how Bethesda could choose to do it, it would impede on someone's roleplay. Unless you mod, you will start in a prison at level 1. There's no avoiding that.

In Dungeons & Dragons there are more classes than you can shake a pointy stick at and in each of their descriptions there is a little part on what constitutes a Level 1 character. Level 1 characters are characters with class levels and they generally have been at their selected class for some time. For example an average age for a level 1 fighter is around 25. A wizard might be closer to his thirties, however, due to the years of arcane study required. The reason I personally complain about the whole "no class" thing is because I actually have an understanding of what it takes to be a certain class. I dislike the idea of some poindexter fresh out of the clink being able to master the fine art of demonic summoning after two weeks of wandering about and flashing gang-signs. I don't care just how touched by the stars he is, he is going to loose his soul in some horrifying way.

I also vaguely remember someone saying something to the effect that if your a Heavy Armor wearing, battle axe swinging, red meat eating fighter you might cast a spell on occasion or try to move by some bandits without your armor squeaking. Not to put too fine a point on it but... NO! YOU ARE PLAYING YOUR CLASS WRONG! A fighter does not sneak or cast spells because it's nigh impossible to move quietly in 200+lbs of steel plate and he is far too focused on the 101 ways he knows to behead a man with a sword to remember the proper hand gestures to spew fire from his rectum. (do not ask.)
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Nichola Haynes
 
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Post » Sat Jun 11, 2011 9:29 am

Plenty of other RPGs out there, very very good ones, completely lack classes. It'd be cool if you could boost a few skills at startup if you have a basic idea of your character archetype but I'm fine with that not being in the game and I will definitely not miss classes the slightest bit. Good [censored] riddance to bad [censored] rubbish.
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Leanne Molloy
 
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Post » Sat Jun 11, 2011 7:45 am

In Dungeons & Dragons there are more classes than you can shake a pointy stick at and in each of their descriptions there is a little part on what constitutes a Level 1 character. Level 1 characters are characters with class levels and they generally have been at their selected class for some time. For example an average age for a level 1 fighter is around 25. A wizard might be closer to his thirties, however, due to the years of arcane study required. The reason I personally complain about the whole "no class" thing is because I actually have an understanding of what it takes to be a certain class. I dislike the idea of some poindexter fresh out of the clink being able to master the fine art of demonic summoning after two weeks of wandering about and flashing gang-signs. I don't care just how touched by the stars he is, he is going to loose his soul in some horrifying way.

I also vaguely remember someone saying something to the effect that if your a Heavy Armor wearing, battle axe swinging, red meat eating fighter you might cast a spell on occasion or try to move by some bandits without your armor squeaking. Not to put too fine a point on it but... NO! YOU ARE PLAYING YOUR CLASS WRONG! A fighter does not sneak or cast spells because it's nigh impossible to move quietly in 200+lbs of steel plate and he is far too focused on the 101 ways he knows to behead a man with a sword to remember the proper hand gestures to spew fire from his rectum. (do not ask.)


TES isn't D&D (thankfully). Its been part of the background since Daggerfall that anyone can cast a few spells. Its not the only RPG to take this approach.
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brenden casey
 
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Post » Sat Jun 11, 2011 7:31 am

What I think would be fun and challenging is to go to the stones and choose, say, the thief improvements, although I am a warrior. Then work really hard on catching up warriorwise.
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CArlos BArrera
 
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Post » Sat Jun 11, 2011 5:15 pm

The past games class-based leveling system seemed to be at odds with the usage based skill mechanism used to level up with.

If the design philosophy is, "Get better at performing some task by performing that task", then I think it's pretty apparent that the way skills work adhere to that.

Using classes the way they were used to indirectly guide the way you develop your character using skill gain incentives and leveling contributions was counter to this philosophy. By this I mean that no matter which skills you practiced, you always leveled up based on the skills you used the most to level up, completely independent of your class. This caused there to be skill/character development that was completely divorced from you're beginning class options.

This was their solution to having classes fit into that design without limiting the options of someone playing, unlike many RPG's which offer class options that directly limit what you can use and do.

The result of that combination, however, is that classes made a difference for maybe the first two or three levels. Class differences became blurry until the end game, when every character is more or less the same (for instance, my brother's 'fighter' character could do everything my pure mage could do, with the exception that I had far less hit points because I had stuck to my class skills strictly).

It sounds like, with the Skyrim system, due to perks adding differentiating abilities based on how often you've used them (or how 'high' they are), characters will become less and less alike as they level up. I personally prefer this FAR more than how the old system played out.

The result of that is that if you decide to start focusing on another skill it will still contribute to your character's level (albeit perhaps not as much as a higher skill), and allow you to explore that skill's perk tree at the expense of the skill's perk tree that you have been focusing on up until then. This naturally regulates the focus of a character so if you branch out you lose focus. This reminds me ALOT of D&D dual classes, where you gain additional breadth at the expense of depth.

How it affects role playing is subjective and I can't speak for anyone but myself. That's between you and your imagination. It seems like the only thing really missing from this new system are class labels, which aren't a huge deal to me personally as I'm pretty sure I'll be able to resolve my character's identity without that aid.
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Latisha Fry
 
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