Sure, I'd prefer a system with 100 different skills. But there is no way to make a good perk tree for all of these, and we then get a pure numbers skill system without the possibilities to be able to do new stuff with it.
How so?
I would assume, just off the top, that a perk based skill system would be the one that was limited, and the one you could not do "new stuff" with. Perks add an effect, but its a constant... Its never a new one is it?
In my own "dream system", I have 55 skills based on attributes, like a traditional RPG. But not enough imagination to make up 6 perks for each of these skills (330). 100 skills would require 600 perks (skill based abilities). MW had 27 skills with 4 "perks" (linear rather than selectable), giving 108. The folks here have already deemed that everything should be player skill centric rather than character, so having fumbles and flukes, which is an important part of all other systems I've played, makes dice rolls completely replaced with always successful. So in most cases, a pure number based skill system doesn't make sense as the system doesn't allow for dice rolls. Tons of skills require pure number system, which in turn require dice roll checks.
Yes I guess it's constant. In most cases it makes sense. In others where it doesn't, it greatly complicates the underlying coded system and makes difficult for player to control. In dice RPG, you just state your intentions to the GM, and that's that. Like, "I'm gonna hit him with my axe but not cause bleeding". You can't do that here, and what would be the point? Or jumping skill. In dice game, I can attempt to jump exactly 3.15m, and dice roll based on my skill determine how close I get to that. Here I would likely get a perk that allows me to jump twice as long as normal, hooked up with "air control" to make it more player centric but chance is completely lost.
What do you make of the argument that exploits should be fixed rather than removing troublesome systems?
Or the opinion that single player games can't be exploited by virtue of the fact they are single player?
I'm kind of on the fence with this myself. I always want more freedom as a player, providing it is within context of the game world itself.
Some exploits may not be fixable. To me it was the underlying system of especially magic that allowed the exploits. I'll say it like this; In order to comply with new standards, they had to remove an old V8 petrol engine in order to put in a far more efficient R4 diesel engine, but it can't have both. The V8 might have had the max effect at max RPM, but the torque of the R4 over the whole RPM curve make it far more attractive.
Not sure what the SP argument is all about, really. What SP racing games allows infinite Nitro, without at least pressing a cheat code? Why would any game designer want to create a flawed game. Casting a 400pts feather spell for 1 second that allows you to fast travel to any visited location. Not a GM in the world would have allowed stunts like that. I played main campaign at hardest difficulty, and I didn't even have to fight just about anything (except Camaron, and I had to lower difficulty) because of invisibility. A flexible GM would counter stunts like this easily, a game can't. If such things are allowed because designers failed to see the consequences, that's just bad design and has nothing to do with freedom.
But I disagree on what you call exploits. I call them choice, as unlike the levelling speed in New Vegas, things like 100% chameleon or 100 athletics in Oblivion were wholly and totally optional.
Im all for having a challenging gaming experience.
Im just not for removing options.
100% chameleon would be easily countered by a living GM. Here it just made you invincible - not good. 100 athletics was actually never optional, you got it no matter what. The two last statements contradict each other. The options we had had the potential to take away the challenge completely, where is the challenge in that? You might have had 3 ways to do things before, where 2 of them materialized themselves as exploits. What if we still have 3 ways of doing things (2 removed, 2 new), but none are exploits? Doesn't that add to the challenge?