IMPORTANT:
As for any forumers who would lash out at anything after reading only the title or just a fraction of the post:
Have in mind that any kind of intelligent reply will require that you actually read through the entire post. Things aren't always obvious, sometimes their level of genius (or stupidity) is dependant on a number of governing factors. If you don't see all the factors (the pieces of the puzzles), you're in NO position to understand how good or bad the idea is. So please read through it all and contemplate it for more than 5 seconds. Thanks in advance.
Skill-based Leveling is DA BOMB!:
For the Elder Scrolls, it has always been about Skill archetypes. This is a good thing. I think most players prefer that all skills are easily distinguishable and provide a unique impact onto your playstyle. Whenever you choose a skill, you should have a clear idea of why you chose that skill. The problem is just that, when you assign a handful of skills (7 in Oblivion) to be the only method of leveling, it cascades into a number of consequences that happen due to other leveling factors as well.
First of all, if you choose a set of major skills and you then change your playstyle in Oblivion, you'll end up leveling a bunch of skills that don't give you level points (10 = +1 level). This forces you to either reroll a new character (and get a smooth leveling with a more interesting skillset), or use those skills that you started with and got fed up by, just to be able to find a better challenge.
Second, when leveling in Oblivion, you get to assign a point to an attribute with a multiplier as high as x5 (if you trained at least 10 points in skills governed by that same attribute). This poses additional problems, because a skill-conscious player will easily end up with 100 point in all attributes (overpowered?) - the roleplayer who doesn't care about numbers and thus the order of skills trained, could end up being gimped at the late levels (because he only gets +1 per level - well, +3 actually since it's 3 attributes). Personally, I would argue that roleplayers should have more say in the matter than stat-mongers, for the Elder Scrolls series. The entire franchise has always been about "Be what you want and do what you want". If that feeling is dwarfed by the feeling that you "need to get up to par" (either by getting high enough skill levels or leveling up to a certain "minimum critical level"), just so you can enjoy the game fully... well, then I think Bethesda has missed their mark.
Third, the Endurance attribute in Oblivion has way too much value. Imagine raising your Endurance before any other attribute, getting +5 per level until you get 100 Endurance, then continuing to level towards your theoretical maximum level while starting on Agility (+5 per level). Now imagine doing the exact opposite for a different character. At maximum level, the first character will have much more health than the second one, but the second one will not have "better agility/dodging/evasion/reflexes" than the first. Even though both now have 100 Endurance and 100 Agility. This isn't necessarily a major problem when facing enemies in Oblivion, although I've reported some encounters where that extra health meant the difference between a win and a loss.
I can definitely respect how Bethesda wants to reward us with both additional health and increased attributes as a way to make us feel more heroic with each new level. But I feel like the method they're using is somewhat naive and ineffective. So let me just suggest a better method, without further ado. I could've mentioned some other consequences to Bethesda's leveling logic, but let's just move on.
The Grand Solution:
First of all, we need to ask ourselves how we can improve an already existing system that, after all, works rather well - without messing too much with the core philosophies. In short, how can we make a better system and still let the leveling be skill-based?
1) At the core, I think Bethesda should allow players to level up with any skills, because that'll keep players leveling no matter their skill setup. This changes the purpose of having Major skills, something I will touch a bit further down.
2) Bethesda should specify a maximum level so that players get a clear idea of when they've peaked with regards to encounters, balance etc. I think Max Level 25 is a good number that I will explain further down.
3) Your starting health remains as before (Endurance based). But when gaining a level, additional health is no longer defined by the current Endurance of the player. Instead, you get a static value, e.g. +5 Health per level. Beyond that, you can gain additional total health by specifically raising your Endurance attribute (see pt. 4 below) through a new attribute mechanic.
4) All your Skills start at 0. Additional skill points are assigned by defining your Major skills, Specializations etc and giving the player some freedom at skill distribution. The idea is that the total skill pool before entering the game at Level 1 is [ 4 * 18 = 72 SP ], due to how the leveling process works, with neither skill going higher than 20 SP (which is the skill cap until level 5). 72 SP x 25 Levels = 1800 SP, the total number of natural skill points when all 18 skills in Skyrim are maxed. That means 72 SP per level, which in turn means that the player starts with 72 SP at Level 1. To reach the next level, however, the player only needs 1/2 of that - the 72 SP value is merely a way to make the leveling process start at level 1 and not at level 0 (the latter meaning that you'd have 26 levels in the game instead of 25).
5) You no longer increase Major skills faster than Minor skills. Instead, they start with additional SP (as mentioned earlier) and each point of Major skill matters more (as a hidden mechanic, visible only to the player by means of the "Major" title and players noticing that the skills yield better results in-game). This means that, for instance, 45 points in a Major Skill is better than 45 points in a Minor skill - signified easily by grouping those skills in a Major Skills category, as always. Furthermore, only Major skills can be Mastered (teaching you a special mastery move), although all skills can still reach 100 points.
6) Birthsigns like The Warrior or The Thief, now give you attribute bonuses that stack with your core attributes, allowing the player to gain more than 100 points in an Attribute once it has been maxed. This prevents the the birthsigns to be useless after maxing the attributes, and opens up a whole area of play where players can try (even with maxed out Skills) to reach the absolute maximum of, say, 150 or even higher (allowing both birthsigns, powers and spells to increase an attribute beyond 100).
The Leveling Process:
So, with all those factors above added to the equation, how exactly will the new leveling system work? With these new mechanics, we obviously also need to redo it. Again, have in mind that we're still keeping the idea of "skills doing the leveling", but we're simply executing it differently.
In short, the idea is that level 25 is the absolute maximum level and that you need to have 100 points in half of the 18 skills (for Skyrim, which is 1800 : 2 = 900 points) to reach that level. Having 0 points in all skills equal 0 SP, which is why we give the player some SP to distribute in the beginning (to define the first level).
Level 1:
You got 72 SP distributed among your skills. To reach Lv 2, you need to accumulate 36 more SP, which is done in the traditional way of using skills. Depending on how fast the devs want you to level, they define the rate at which you earn +1 SP. Until you reach Lv 5, skills are capped at 20 SP and Apprentice is the highest skill rank available to you.
Level 5:
Skill caps are raised to 40 SP, the required SP needed for Journeyman rank in any skill.
Level 10:
Skill caps are raised to 60 SP, the required SP needed for Expert rank.
Level 15:
Skill caps are raised to 80 SP, the required SP needed for Master rank.
Level 20:
Skill caps are raised to 100 SP, the required SP needed for Grandmaster rank. However, only Major skills can be trained to Grandmaster level.
Level 25:
This is the end of the line and half of your skills should now be at 100 SP (if not directly, then on average). The rest of your progression will focus on getting the rest of your skills up to maximum, so you don't have to worry about the game freezing any of your skills or abilities. You should always be able to max everything in an Elder Scrolls game.
But wait a second - What about the Attributes?!!
This could be a bit tricky, but it doesn't necessarily have to be. Attributes aren't increased for each level-up, but rather similarly to the character level itself. For each SP gained in any skill, the governing attribute gains "experience". After reaching a given peak, the Attribute gains 1 AP. It's actually very simple, but the devs need to put it into the context of the new skills for Skyrim. Let's try to do that for them:
Let's assume that we still got 8 Attributes from Oblivion - Strength, Endurance, Speed, Agility, Personality, Intelligence, Willpower and Luck. Luck is still a modifier of all the skills, and the rest are governing a skill set. Essentially, whenever you level up enough skills governed by the same attribute, that attribute is raised by +1 point. The total number of point an Attribute can gain before all its governed skills reach 100 SP, is 50.
So - with 25 AP at the start of the game, plus 50 AP gained through raising all governed skills, that leaves out 25 AP short of 100 for non-Luck skills and only 25 points total for Luck. But 25 AP per attribute over the course of 25 Character levels (except Luck which would then be 75 AP needed) shouldn't be too hard to figure out how to implement:
- Players could get +1 AP per attribute per level, starting with +8 AP to distribute at Character creation (for Lv 1).
- Players could be limited to 75 AP per attribute, and the only way to gain 100 AP would be to visit Daedric Shrines or whatever and get empowered by 8 different Gods.
- Extending on the above suggestion, each Daedric God could have a collection quest of 20 items, each giving +1 AP. Handing in the items would make you gain an additional +5 AP.
- If the total amount of AP earned by skilling is 50, then that can be changes so that the total is 75 instead (+50% gain to all attributes, compared to before).
- Luck could be special in that, whenever you gain AP from skilling, some of that AP goes to Luck instead (or additionally). 100 AP in Luck would then require 100 SP in ALL skills.
Oh and I'm sure that Bethesda themselves can come up with fun ways for the player to aquire those final AP, as well.
Conclusion:
I've just always felt that the leveling in Oblivion and Morrowind were too constricting as far as the "freedom of doing what you want" goes. I'm not sure how many agrees with me, but regardless I'd love to hear your feedback on this new way of handling Elder Scrolls leveling. Just have in mind that, if Bethesda finds interest in this idea, they are free to pick it apart and rethinking it any way they want. So if you don't like certain specifics of this idea, please explain those. Would be nice if we could get Bethesda to make a major change in this area - not necessarily my idea only, but a joint effort by the community as we look through this together.
Discuss!