You're only focusing on what is different. Yes, they are different. I know that. But there are similatites here as well. You're not only gaining experience wielding a dagger when you fight with one. You're also gaining fighting experience in general. Knowing when to dodge, knowing when and how to block, and when to attack. Someone who has been fighting for their entire life and had earned a combat level of 100, even if they just used a hammer the whole time, will know how a dagger works. They've been attacked by people wielding dagers, they know an opening when they see it. They'd know how to use it.
Perks would then go further into each of the weapon classes. The combat master would know how to wield a dagger, but only at it's basic level. They wouldn't know all the special tricks they could do with it. It would be this. "Look at me, I am a master of combat. See how that fighter over there takes a long time to swing his sword down? If you have a dagger, you could get in quick and hit him. But if you have a hammer, you'll have to wait because you would swing just as slow. But if you place your hand higher on the hammer, you'll swing faster so you could hit that opening. To bad you're not a true master of a hammer."
To those adressing what I said about lockpicking, I agree with you. Lockpicking is hard, and you get better at it with time, its an art. But if in the game its just a simple minigame with one basic lock design, then there isn't a point in having it be a skill. If the lock on the door is the same as the lock on the safe, I won't have much trouble.
Casting fireballs will help you learn healing spells. You'll get a better handle on gathering that raw power. The perks would then show what you specialize in.
Being a suave talker doesn't mean you'll be able to hide yourself in the shadows. It means you'll be able to talk in a way that allows you to blend in while out in the open. If you're bad at speechcraft you'll stick out like a sore thumb, and people will keep an eye on you, be it that they don't trust you or that you're just wierd. One can be stealthy out in the open and durring the day just as much at night and in the shadows.
In my combat system, you'll gain muscle mass, lung capasity, and enduence by having heavy armor on, or dodging very fast. That translates into being able to run in a straight line faster than someone who didn't fight at all.
Look at light armor in Oblivion. Elven armor does not look that light to me. It looks heavy armor would handle much the same way, it would just slow you down more.
I've only burnt things when I wasn't paying attention. It wasn't because my cooking skill was low. The instructions told me what to do, I just spaced out for a while.
For smithing, thats why I brought up a separate perk tree. In real life, there my goodness it would take a lot of skill. But in game, if its just put ore in heater, take out armor it doesn't need its own skill. For it to be a skill, you need the ability to fail.
And for those taking me a step further and saying we should make it all one skill for hack and slash, I can't argue against you...because your not taking what I'm saying seriously.
There were a few to found what I'm saying full of satire and it been facetious, well that's not all true. I am being partially serious here. The system I truely wish for is where every time I said perk, I meant a subskill. The subskills would increase the three big skills, and the higher the three big skills were the faster the subskills would level. However, I wanted to use perks to show how it could be more visually ingame implemented.
Sorry I couldnt respond to everything. Had to go. Anyways:
On running: I know what you are suggesting, I just disagree. Because you can be an amazing runner, and never been in a fight in your life. Gaining endurance, fine, makes sense. Gaining speed, not so much. You gain the muscle for speed by exercising your legs, or running.
On crafting: Well, it would be fun if there were a little mini game(like lock picking, but more chance involved still) for crafting and similar things. But I agree, they should put in the chance to fail.
On Combat: You can learn a few things though. I've never wrestled in my life, but my little brother is now that he's in highschool. I've gone to a few of his matches, and saw a few moves. Later, he asked me to wrestle him, since I always made him play soccer with me. He was undoughtabley better, but I was able to use some of the moves I saw him use, and because of that I was able to hold my own.
On Magic: Sorry, I'm getting a lot of replys disagreeing with me ya see.
Hard to address everything in every one of them. That said, I should have focused more on what you said cause you're actually argueing with me instead of just exagerating it to where there's one skill and the game is a hack and slash. I dont' think I've said that yet. I'm sorry for that.
You said that each school would have a different mind set. And I do agree with that. Healing is by no means the same as burning. Here, Perks would have to play a much much bigger role. A master at destruction spells, in my mind, could cast a simple healing spell. Some perks would give you better efficiency when channeling that raw energy into a spell, while other perks could increase the potency of that raw energy when channeled into a specific school. The higher your magic skill, the more of that energy you could funnel into a spell, while the perks make it so that less of that raw energy isn't wasted when it is channeled into an effect or that raw energy would hold its potency and not dull when put into one school.
On Stealth: Oblivion just froze over, someone agreed with me.
On Armour: Yes, it is a different material, but its the shape of the material I'm focusing on. In order to get a blow to glance off of elven armor would require the same mindset and body movement as what it takes to get a blow to glance off steal.
On combat: I agree with what you are saying, but having one skill for combat seems like it would make you really good at a dagger, because you have fought with a hammer. And that is how it would end up in the game.
On magic: So what you are saying is just have one overarcing skill, with the different skills set as sub-skills underneath? Or should it just be a skill that helps you channel magic, and is leveled by using magic of any school? Either way, I think that the schools of magic should remain skills that level individualy, but also with an added skill that just makes spells more efficient.
On armour: Not true. With light armour, you will focus on dodging. The only point in it, is to minimize damage if it actualy lands. Evlen is kinda the odd one out. It is basicaly the equivelant of medium armour from morrowind. But I think the main point of it would just be to minimize hits, while giving the maneuverability to avoid most hits.