Thank you. I'll take what I can get.
I haven't any issue with an intelligent discussion with a polite individual.
I never said it did. Never ever ever did I say that, and I don't know why people keep saying that I did. I said that a master of swordplay would be better at using an axe or a bow than the new hero off the block. By no means would they be a master at different combat styles, but they wouldn't be incompitent either.
You had suggested grouping combat together. As skills, not perks, are the ones that evolve based upon experience through usage, it would imply that someone who is exceptional at swordsmanship would also be supremely efficient with an axe, mace or dagger.
Just as long as you know that argument works both ways. We don't know, so its up to Beth to decide. My arguement is just as valid with that arguement as those against it.
I'm well aware. Still, given that in the older games the magic seems to have been based upon different innate talents, my own take on the series is that Destruction either uses a different talent or train of thought than say, Mysticism.
True, but being good at one would help in a small way at being good with the other. Your reasons would stand for why each would get its own perk tree, or at least a large branch. But being able to blend in is a blanket idea, one that would be represented withe the synergy skill called stealth, with larger perk tree's that allow for specialization. When you're talking to someone, you'll want to use dialect that won't stand out to much, you'll want to blend in. When you're sneaking around in the dark, you'll want to blend in with the night. When you're stealing something, you'll want to blend in. And when you're all dressed up to sneak around in broad daylight, you'll want to blend in. Stealth wouldn make a master sneaky character suddenly know how to talk with a silver tougne, rather they would be able to gain that silver tougne easier.
See, I personally disagree with you here. A politician is an expert at speechcraft, their career is dependant on it. Grab a politician and stick him in a paintball match, and tell him to sneak up the right, you'll probably find his talent with words doesn't do a whole lot to prevent him from being shot all to hell. Conversely, someone extremely proficient at sneaking may have very well never had the need to talk their way out of a situation, or may be anti-social in general. But they'd still be able to sneak past you no problem. As for stealing, there was no "sneaking" about (As that would draw attention) nor talking our way in to wares. It was usually just walk in, find something, wait, take, walk out. Eat.
Now your just assuming Im stupid here...come on, give me some credit. I'm not ignorant to believe save cracking is like picking a lock on a door. In oblivion, every lock was the same. In the game world, every lock was the same. Not our world, Oblivion's world. If Oblivion's locking system was like our world's, then I would draw comparisons, but as it stands it isn't.
The examples I gave you are both single blade (Key is flat on one side) vertical tumbler systems. If you saw them in a cutaway, they would look the same, save for more tumblers, same as in Oblivion. Despite that though, the added tumblers in a house key make the job exceptionally more difficult, as all tumblers are closer together, meaning you end up "nudging" the wrong one on occasion.
Perhaps a better idea would be a perk tree that allows for more unique/efficient...erm...running/jumping styles...in the game based on the attribute's rather than a skill.
You're talking to someone to vehemently opposes perks as a replacement for skills.
While I see where you are coming from, its hard for me to believe that none of you're experience with using lacross gear wouldn't help you use your hockey gear. The skill in itself is rather hard to define, but bacically ti comes down to how well you can move in a type of armor. Perk tree's could just as easily fill the rolls of skill bars, only perk tree's would allow you to choose say a little more uniqueness, and maybe create more of a feel of you getting better. I think we both agree in this one.
No, and as I stated, I can only assume wearing one type of armour actually would cause you to be more proficient in all other types. In fact, the only difference I could conceive would be how well you could adapt in combat to the different styles (Lightfoot vs tank, for example).
Be there three skills or three hundred of them, an rpg is a game that allows the player to make a character that is allowed to take different paths, and to make choices. Master Chief will always be Master Chief no mater what armor we put him in, he's going to be the badass silent hero. If we could choose to make him evil, good, or somewhere in between and we got to name our character and choose what the spartin looked like, even if the game mechanics didn't change, it would be an rpg because we got to make our own role and then play it.
No, but then what you're arguing for is a reduction in RPG elements. In an RPG game. Do you see my concern?
But I'm not changing the basic formula at all. My system would simply strip synergy to its very core. This allows for a multitude of perk tree's to be added, all which wouldn't have to worry about if it be one handed or two handed or whatever. It is basically a name change, but there is a little more two it than that. Synergy would become visable, and perk tree's would allow for a much more visual representation of what we're seeing all ready in spread sheet form. Its moving from a spread sheet with a small constialtion reltated to it into one big constalation, with the spread sheet still being present in the form of a link to the constalation to keep things neat. What I'm sugesting isn't game changing by any means, only visual with synergy being the main focus.
I think the system you proposed would be more game-changing than you consider. Lets look at two examples of how one could become more effective at handling longswords.
Existing: Player grabs a dagger and uses it, develloping new talent as he gains experience with the item. (Shortblade skill)
Proposal: Player grabs a battleaxe and uses it, somehow develloping talent with the dagger as a result of this action (Combat skill). Every so often, while still possibly never having touched a dagger in his life, he is imbued with the ability to wield a dagger even more effectively (Perk), perhaps even moreso than the battleaxe he has been using the whole time.
Besides the logistics issue, I also hate that perks are something one simply selects when levelling up. Skills are more intimate, and require you to actually invest time in to a talent if you wanted to improve at it. Ultimately, skills are half of what give the game it's longevity and character.