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.
Indeed. The Perk system is why I'm not completely trashing Skyrim already (though i know I'll end up buying it regardless, but more for the story than anything else) because such a system can add a lot of depth to a characters progression if done right. Fallouts system was more or less just silly at times, which suited the game, but this is a serious game so yeah.
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.
I distinctly remember this being one of my fondest memories of Morrowind and even Oblivion. And besides that, it isn't like this isn't going to happen in Skyrim. It might not be that prevalent, but you're just fooling yourself if you think no one is going to start over with an entirely new character at some point. Hell, I know I will. IDK what you seem to think is so liberating about this game's system. If you invest a lot of time in being a Sword and Shield warrior and then decide at some point you want to use Two Handers exclusively because you saw something cool happen with them, it isn't like you're just going to all of a sudden get good at two handers and unless you're literally just starting out you'll be spending a lot of time getting that skill up when you could have otherwise been progressing in the game.
Which is EXACTLY how it worked in games past. Sans the obvious differences, that is more or less what happened with a character who decides to use something else. They either start over, or spend a long time getting that particular skill(s) up to comparable levels to their previous skill(s).
So you either have to increase the perk rate or give the character some perks at the beginning in order to compensate
Precisely the latter. I see no problem with that at all so long as there is the option to forgo the boost. You have to understand that I have no problem starting out with a character that knows nothing and can do virtually nothing yet. I've done characters like that before. But I also like starting out as characters that WERE NOT just simpletons before the game's events unfolded.
This leads in many cases to regretting your decisions later on in the game, the very thing we wanted to avoid.
You assume the same regret can't occur to someone later on in the game who didn't get a boost in the beginning. As per my example above, it isn't like you can just switch to different weapon types on the fly and be just as good immediately. So you're point here is pretty much moot because it will still happen regardless until the player is experienced with the game, at which point what system we have doesn't really matter anymore.
they probably just want to make new players experiment with all the skills, or something like that.
Key word here is MAKE. And they call this a game where you can do whatever you want whenever you want. If I'm a new player and want to stick with pure melee skills then I damn well should be able to. I shouldn't have to feel like I need to go experiment with something else on the same character. IF I want to experiment with magic I'll boot up a character that uses magic. Same with stealth or any other combination of the three you can come up with.
WE SHOULDN'T HAVE TO FEEL LIMITED TO ONE CHARACTER JUST BECAUSE ITS SUDDENLY MORE "EASY" TO TRANSITION TO ANOTHER PLAYSTYLE ON THAT CHARACTER.
Plenty of other RPGs out there, very very good ones, completely lack classes
Doesn't mean TES has to be like them. TES has traditionally had a class system.
That said, does not pretty much any balanced system impede role-play?
Balance is highly unnecesssary in a single player game. At least to the degree that every character has to be a weakling at the onset and can't be an almighty god at the offset. This is where Morrowind got it right. It was perfectly possible to start out as a god as well as a weakling simpleton just as it was to end as either of them.
And yes, after several legitimate playthroughs of the games I do cheat to get the character I want.
Which skills you "Tag" directly ties into how you can level, and if you don't enjoy the skills you tag, you basically cripple your experience.
I've already stated elsewhere in the topic that I don't agree that only a specific set of skills can let you level. They should all count equally.
It's a lot easier than it sounds since all skills contribute to leveling now. I wouldn't so much make people pick their "Class", so much as pick the skills they want to receive a minor boost, and actually just assigning the class based on said choices, with of course the option to rename the class. If a player Opts out of the bonus, in order to keep everyone on the same "Mathematical cap" the "Bonuses" are just evenly distributed. You get the "Pre Game event" definition, without the potentially experience-crippling repercussions of the original class system.
This is exactly what I've been advocating in this topic. Not to be dikeish, but read through the rest of it. I more or less had the same idea.