just wondering what limits you set for yourself or your characters when playing.
I like to play permadeath, although I had a character recently, who died at level 10, that I really enjoyed playing, and I'm now considering going back to continue on from my last save, breaking my number one rule, but hey, there's always the exception, and it's been a while since i experienced the level 20+ end of the game. Whether i'll be able to apply myself in the same way to that character is another matter, i'll have to wait and see.
My second major rule is no restoration. It just doesn't seem right to me that you can walk around with full health all the time, if you do a dungeon and get slapped around a bit, you should need to find a bed to rest, you should be suitably gimped until you do. This tends to preserve a better day/night structure, and makes distance between camps and towns much more of an issue, whereas if you can do three or four dungeons in a row and be none the worse for it it just seems too easy and diluted. This makes the permadeath thing even harder to tackle, but any character that i allow to use restoration healing spells just seems overpowered, and i get bored playing them anyway.
Also i don't like to exploit alchemy. If I'm playing say, a scout, then that character would do a fair amount of gathering herbs, but otherwise i try to avoid power leveling alchemy, it's too easy a way to make money and stock up on health potions. This goes for all skills, rp overrules everything, and i avoid casting spells for the sake of leveling - if i have an illusion user i will tend to only cast a light spell if i've no hands free to hold a torch, but of course it's feasible to play, for example, an egotistical knight who likes to walk through town lit up like a monument, and it is possible to rp as someone who wants to power level their strength, by purely training blade blunt and hand to hand, though i've yet to try it.
Also I avoid using any skills that are not in my main seven, and I've taken to sticking to the core classes too, with maybe one or two skill swaps if relevant to an rp idea i have. This kind of worries me about skyrim a bit actually, that they're getting rid of these classes, because they provide colour - playing a bard is easier if you know you're a bard, but if you're just selecting skills from a list of twenty then you've less background information to work with, and it'll be that little bit harder to nail down an identity for your character.
So yeah, anyone else got methods for intensifying their oblivion experiences?