im just using that as an example. You shouldnt be able to join oposing guilds at the same time. Especially if the rules of the guild say that you arnt allowed to do things that the other guild require you to do.
Like the fighters guild tells you not to steal or get incarcerated, but the thieves guild says you must steal but not kill, and the dark brother hood says you must kill but not steal. etc.
If two factions have opposing rules or are enemies (pretty much any legal group isn't going to be very welcoming to someone known as part of an illegal one), I'd rather the game react based on whether they
know you're involved. It would allow extra options for things like disguises and double lives. I was always disappointed that being part of an illegal group never really felt like it. The crummy justice systems don't help either. I don't have to make sure that no one sees me using the Dark Brotherhood secret entrance. Infamy goes up even if no one knows I did something, yet at the same time, no one really cares, either. Guards never raid spots that everyone in town knows is a Thieves guild hangout, they never care that I've robbed 50 mansions and am spending a lot of time trespassing on castle grounds lately as long as I paid my fines. Most factions barely exist outside of themselves.
It wouldn't be that big a stretch to make faction relations only reach as far as the people who should know about them, instead of being public knowledge to everyone in the world the instant I do anything. It would make different behaviors, and classes if you stick to their "accurate" personalities, different experiences. The career criminal who's recognized and chased by guards, gets into fights in public and goes to jail with a lockpick and a smile on his face. The master assassin who lives as part of the nobility by day, gabbing with rich folk and running a legitimate business before going home, putting on a mask, and slipping out through a secret passage in the basemant that leads to the sewers, slitting the target's throat and returning to business the next day with a social group that has no idea who he is. The archmage, whose power is respected by all after he saves the city from some marauding beast, completely rejected by the Thieves Guild because his face is too publicly recognized. "Real" restrictions not only make it harder to be an everyman outside your class but aid in roleplaying instead of stifling it.
As far as stats, I definitely don't want reduced caps. Individual level gains should be more significant, and overall progress
much slower. 100 in a skill is
maximum human(oid) capability. When have you ever heard of someone who was so good at something they're not only the best in the world, they're the best who ever lived or
ever will? Someone with 100 acrobatics would make your average olympic gymnast look like a zombie on roller skates. I should not reach 100 in two weeks of practice. I should start doing it as a pasttime with the *expectation* of reaching 100 eventually as if ultimate supermastery were an inevitability once you start practicing. Even as a major skill, it should be slow and difficult to attain mastery. As a minor skill, I have to go out of my way and devote myself to it. With a miscellaneous skill, I should have to train and practice considerably just to haul myself out of the range of total incompetence. If someone wants to play for hundreds of hours mastering every skill and clearing every corner of the map to become lord of the land, don't take that option away from them, but that sort of effort should be exactly what it takes for a "perfect" character. When I did similar in Morrowind or Oblivion, once I reached 100 in a weapon skill I just switched to a new one until that was maxed out too. It should not be that easy, and someone with even 50 in a combat skill should be absolutely dominant over someone with 20, not "exactly the same with a bit more damage."
Aside from more significant and slower-raising skills, something else I suggested in the past is to make increasing a skill require
both experience and training. This makes sense from a realism standpoint (you need to practice a skill to fully understand what you're taught about it, and need training to know what and how to improve through application), and also helps for gameplay balance. If you need both you can't casually or "accidentally" master a skill just by using it as a support ability. A mage might train up a blade skill for self-defense up to 25, but devote themselves to magic and make no effort to become a great swordsman. Even though they regularly use the skill, it won't just continue to increase on its own to heroic levels as they swing at large numbers of low-level targets. Vice-versa, it would also prevent people from just wandering up to a trainer and buying themselves a near-instant jump in skill. With all of the above characters would be very separately defined by their chosen skills and behaviors (i.e., their class) without having to put any hard, invisible limitations on them.