Combat, Magic, and Stealth.
Now just listen for a sec here. Skills in my system would work as measurements of synergy. The three skills would grow as you use any of the things that pertain to that skill. The higher the skill level, the easier it would be to level up the perk tree's and you'd get a slight bonus...slight being the key word...to damage. Perk tree's would consist of the trunk, which would contain 100 stars and would level up just as skill bar's do now with only a slight variaty in them, and the branches which would contain alternate path's for the tree to grow.
I'm basically arguing for more variaty with the current skills and a better representation of synergy.
What's the point of having any more than that? Should I know how to use a sword because I use an axe a lot? Uh, yes? Combat with weapons is different, but many of the basic ideas are the same. You gain combat experience, no matter what you use. You learn to read your enemy and anticipate their moves, no matter what weapon you are holding. It then becomes more dependent on what weapon you are using when you react to your enemy. You're reaction will vary. A hand to hand fighter will dodge, while a fighter with a sword in one hand and a shield in the other will use the shield to block and then counter with the sword. You need a skill for that, when it can easily be represented in the game? Infact, it all ready is in the game. The player themselves learns that, do we need a number to show that the character does too? Perks can easily then go further in depth, showing that you learned the tricks of the trade with each and every type of weapon.
Magic. Magic is the general term used for the channeling of raw energy into effects that can be experienced in the physical world. Is there a different way to channel things to get different effects? It could be interpreted that way, but it also can easily be taken the other way as well. The magic skill would show how well you are at channeling magic in general. Before the effect can be stamped on, you have to be able to channel it. The better you are at channeling magicka, the better you will be at handling magic in general. Perks could then come into play, showing if you are better at using the destruction effect rather than the restoration. Wouldn't your knowledge with destruction magic help you get a handle on restoration spells? Both are the channeling of magic into effects that are seen and experienced in the physical world, wouldn't being good at one help in learning the other?
Stealth. Using the shadows to get where you want to go and take what you want to take. Pretty much a standalone skill as it is. Infact, it’s all ready in game, not much reason for me to explain why it can stand alone. The only thing that could be added here is speechcraft. Stealth does not only use shadows, using other things to not stand out. Clothes to help you blend in, being able to talk your way out of confrontation or how to talk in order to gain info. Perks could help you become an even better talker than being a stealthy character would give you, giving you unique dialogue options you wouldn’t have otherwise.
Now for the wildcards.
First off, why is lock-picking even a skill? Every single lock in the world is the same damn thing. Once you figure out how to pick one, you can pick every other one like it. There is no skill picking a lock, it only takes the smarts to know what it takes to pick it. If there were different locks, it could then be considered a skill. You would need to figure out on the fly which kind of lock it is, and what it takes to get past it. If you run into one you've never seen before, your skill would help you get past this new one.
But still, if locks were different, it could still be placed in the sneak skill. Scratch that, it would be all but ignored. Why you ask? In game representation. In oblivion, it wasn't the skill opening the box, it was the player. Once the player got the learning curve, it didn't matter what kind of lock it was. Now, Fallout 3 used a system that blocked those without a high enough skill to even try. That should not be used. My character vary well is going to at least try. What if he gets lucky? What should be used is a system that effects the mini-game, based on our your stealth skill. Why stealth? For one, a stealth character is going to have steady hands. They're used to staying calm in the dark, stalking their pray. That steadiness increases as the skill increases, so why should they suddenly be nervous when picking a lock?
Enchanting. The channeling of raw energy into an item, instead of the outside physical world. Channeling magicka is all ready handled with the magic skill. Why have two? Perks could easily be used to show you getting better with that specific task, such as having a better efficiency in taking the souls from the soul gems and transfusing it to the item.
Crafting? Why should that even a skill? Unless we have the ability to make our own totally unique items, while not being restricted to what the devs come up with, it shouldn’t even be considered. Armorer, smithing, and alchemy are the same. Anyone can cook if they have the directions infront of them. Some perk trees could easily handle these things. The first perk would allow you to do these odd jobs and could be taken at any time, and then the tree would branch out in the different ways one could specialize.
Athletics…are you really simply running around in game just for the sake of running around? This can easily be tied into things like strength and endurance, you’ll get stronger when fighting which increases both muscle mass and endurance which are the main parts of running, with a small perk tree which would be given automatically that would allow for simple increases such as better running form for more efficiency or speed.
Light and Heavy armor are last. They deal with combat. If you’re in heavy, you’re not going to be able to move that fast. Light helps you move a little faster, but still protects vital spots. No armor lets you be the fastest, but you don’t have anything protecting you. Perk tree's in each of these three sub-categories could easily show your specialization with them. Combat in general would help you react to an opponent, and your armor would help cover you when you slip up. The perks would show you getting better at moving in a specific armor, but the combat skill in general would show your ability to move in order to use your armor to glance blows and negate attacks that you couldn’t dodge or block yourself.
As for leveling. Each main perk tree would have a straight line down the middle of 100 stars. These one hundred stars would represent each level, from 1 to one hundred and would surve the same perpose the skills have now. These would be gained automatically as you use the skill, just like it is now, it would mearly be represented more artistically. Branches of the tree would break off at the specific level you would gain access to them. Such as an ability to swim perk branch off at level 25 for athletics. When your character themselves level up, they'd get to choose one branch perk for every 3 main skill perks they get for that skill. Get three longsword perk levels, you'd get to choose one branch perk for the longsword. Get 5 perk levels, you'd get to choose one branch perk, but then two level perks would transfur, meaning you'd only need to get 1 perk level next time to choose another branch perk.
As for the menu, You would see the three skills up at the top of your menu screen grouped together. You'd see the name, number the skill is at, and then a bar next to the number showing how long it will take till you level up again. After a small break, you would get a list of all the perk trees, spread sheet style. Same format; name, number, bar to show how much till you're next level up. You could then scroll through the perk tree names, and after clicking on a name it would switch to the heavens picture we'll be getting for Skyrim. You'd see the tree with all the stars, and you could look over what you have and what you can get. Star's that you don't have will remain dark, leaving you to wonder what they will be.
There you have it. Skills could be reduced to three, and still function. Best part is, none of this has anything to do with an rpg game in the slightest! So getting fewer, would infact not reduce your rpging experience. So using that argument is not valid, because skills have little to nothing to do with the role. Sorry for all the reading you have to do, but it needed to be done. If you read everying to this part, thanks. If you didn’t, instead just skimming to the bottom, don’t flame me or anyone else. You can disagree with me, but make it factual, and give a reason why I’m wrong. Don’t just call me stupid. All I really did was change the name from skills to perk tree's, the function itself would be the same, only allowing for more uniqueness. I also made it so a master of say longswords wouldn't be as skilled as a child when it came to using an axe, that's just silly, they'd have some idea of how to work an axe after years of fighting. At the very least they'd be able to pick up the weapon and learn how to wield it faster.
Thoughts?