Since Daggerfall, TES games have been RPGs leaning on the "skill based system when skill improves with usage". I think this part is the most important part of the TES RPG system. But we have to remember it's not absolute, there are some stuff that improves not directly from usage. Max HP increases on level up which doesn't depend on training some "HP capacity" skill. Max Magicka improved when we increased Int, same as HP it's not governed by a skill. Int increases when we put a small coin token next to it at level up screen which has nothing to do with "Int" skill we practiced.
The point is, despite cutting and all that, some skills in Oblivion didn't work well with the system of improving by usage. Those skills are :
- Athletics
- Acrobatics
- Armor skills
First because it's always on skill. It could basicaly be renamed to "Moving around" and improved when you "moved around". As a result, it's for all purposes impossible to really make a game were we don't really improve that skill. This skill fails.
Second skill. This one you actually CAN not make use of it, you can decide to never press the "jump" button and never fall down big heights but why would you? This skill is something everyone will want to improve on way or another too although kitting ranged builds will need to make it as high as possible for AI abuse. Since everyone jumps around and not everyone should become a master Acrobat, this skill improves slooooowly with each jump. Kitting based ranged builds will then have a damn painful experience to level this. This skill in it's Oblivion (and Morrowind) form fails too.
Lastly, the armor skills. Those are controllable in a good way, not like the two previous skills. Wear light armor = improve light armor. The problem was that once you were equipped according to the class of your choice, it'd become just like Athletics a purely passive skill to improve. This skill improves when you get hit in combat and nothing else. The tedium required to improve it combined with the fact that good play means you get hit less means you will not improve much the skill is a problem. For that reason, those skills fail too.
What can be done to have the effect of those skills present in a non fail way? A good skill is one which the usage is controllable : the skill is used when you decide to use it and thus, the skill improves only when the user decides to use it. What can we do for those skills that fail to make them better then? Here's some examples how the old skills can be rolled together to make them work better without losing most of their effects.
- Acrobatics. This one is easy. Did you notice one of the the Acrobatics perks allowing you to make dodges in fight? Acrobatics could become a skill mainly controlling those combat dodge movements with perks unlocking more complex moves, maybe moves that can be used as counter attacks.
- Athletics. This one is harder but there is one tool we can use to control it : the stamina draining moves in combat. Special moves and charged up attacks like in Oblivion probably drain a lot of stamina, as the sprint in combat does. Hardest part is making sure not every "class" will level this one because it's too important of a feature to pass up but I guess it can be done. Heavy armor will probably put a big penalty on the stamina usage and this skill will mainly serve to counter it then. It'll be kind of the heavy armor skill for fighters.
- Armor skills have to go somehow but we already got the heavy armor interesting one in Athletics. The light armor friendly effects will be mostly under Stealth and/or Acrobatics.
It'd give a list of 18 skills of :
The Mage :
we know all 6 already
The Warrior :
- Smithing (practically confirmed)
- One handed weapons
- Two handed weapons
- Hand to hand
- Athletics (for combat techniques using stamina like sprinting and maybe special weapon skills)
- Block (block with shield, parry with weapon or maybe even barehanded!)
The Thief :
- Stealthy stuff (sneaking, pickpocket, reverse pickpocket, lockpicking, backstabing)
- Speechcraft (persuasion and barter all rolled in a single skill, it's probably for the best)
- Alchemy (poisons are more of a thief thing than a mage one so no qualms on this one switching to Thief group)
- Marksman
- Acrobatics (jumping around in and out of combat, generally evasive maneuvers for more survivability)
- ??? one last Thief skill needed. Maybe Mercantile isn't merged with speechcraft? Maybe some part of Stealthy stuff will be it's own skill?
In Oblivion, when you improve Blade your Str improves which increases damage with Blunt weapons too. Is a sence, your blunt skill got a hidden bonus of half your Blade skill (and same in reverse) In Skyrim it'll be implemented with a generic One Handed skill that improves both blade and blunt weapons and consuming perk slots to further specialize in one or the other. That's why reducing the number of skills doesn't reduce the depth of the system. The important skill effect that were hard to mesh into a "train by use" system will be lumped into a related skill that works in the form of perks. You train a skill that works well with the "train by use" and pay with a perk slot to improve the stuff that didn't work well
Train stealth by being stealthy and at level up take the "Light armors do not cause stealth penalty" perk.