In the long run no, because you could get good at all of them, I could do it all in one game, lame. And for Daggerfall no, because many were a joke. 9 language skills, swimming, high/low speech skills instead of just one, more if I bothered to look it up.
I don't how anyone can think those a waste in an RPG. If a character is skilled in high speech but not low speech, then it means that he's comfortable at court and State gatherings, but stand's out like coinpurse with legs in a back alley pub; and no one will talk around him except to tease or threaten. :shrug:
The waste with language skills is if the RPG never has situations where not knowing it leaves you in the dark to a conversation ~perhaps in that same back alley pub. Or if knowing allows you to read certain signs and texts; (though honestly... Literacy in a fantasy or Post Apoc setting should be a skill for each language).
As for your question, Skills are general, perks are specific. So for example lets say Beth really did like Daggerfalls 9 languages skills, in Skyrim you would have one skill that is Languages and perks for each one.
Does this mean that having a maxed language skill (or say 3/4 instead), gives you that competency in any language perk you happen to take? Level up and suddenly he speaks Redguard like a native born? (next level he can parley with elves in their ancient tongue?) I don't like that idea myself.
Perks are so awesome for mods, becasue there easy to do. I always get as many perk mods as possible when I play the Fallouts, even more choices and more customization, oh my!
Yes they are. :foodndrink: You can thank Mr. Chris Taylor for them. :thumbsup:
Everything is different on some level in real life, but it is also unrealistic to be a master of long swords and than suddenly be useless with a blunt weapon, a lot of the skill lies with balance and body, and reading the opponent, the fact that various armor types can yield different results with different weapons, is okay, but that is a property of the armor, not a skill.
What's unrealistic is that the sword master is a master at blunt ~and never touched a blunt weapon in the game until he lost his sword. As to similarities... I'd have to think that instinctual habits built up for sword cuts wouldn't work to well with a top heavy mace with soft edges.
What rpg did you experience that in?
Most PnP rpgs.. but the game I was thinking of was "Eye of the Beholder"; though there are others.
As for having a skill that lets you read writings on the way, that's what I'm talking about having skills just to have more skills. It's a useless skill and if you spend your points into it then you screw yourself somewhere else in the game. It can be an ability you can increase by doing such and such but it does not require being a skill, it's useless as a skill.
I can't agree to that... I believe that an RPG should have in depth skills for more than just one style of character ~not every player will play to the same style, and some will play to several styles if given the chance. :shrug: If you choose not to develop them you are 'screwed' only in those situations that demand them (even if there is only one such in the game; all it means it that you don't get access to it).
In TES's style of skill mechanics... They could sub categorize Blade to encompass every [bladed] weapon and the Blade itself skill would be the average of all; but internally (if you looked), the skills are highest in the weapons you use most. This could allow for some kind of minimum competency all bladed weapons, but with significant bonus to the weapon you use the most.
This could work with other skills too... A general language skill could reflect a pigeon vocabulary in more than one, but the ones most used have the better bonus. :shrug:
IMO RPGs (specifically) should use the resources of our modern hardware to become
more complex in their under the hood mechanics, and let the players decide if they want to delve into it, or instead just let the game keep it under the hood.
do you need swimming, running, eating, drinking, climbing, walking, farting to be separate skills???
wouldn't they be better off making them skill-less abilities that just improve as you go,
What's the practical difference between that and a skill?