No, classes don't determine that, the player determines that. I am the one who decided what my character was like before ending up in the Imperial City Prison, I am the one that determined what actions he took, and what led to him being imprisoned.
Yes... they do. In TES they don't because the PC has no past ~they literally begin life in a jail cell, having never been arrested. Its like they http://www.youtube.com/watch?v=hYOWIdPHXts one night.
A character of a defined class, has spent a good portion of their teen and advlt life in training; Their class is what they know, what they are good at, and what they aspire to become great at. Its no different than studying at a trade school, or apprenticing as a Blacksmith...You don't learn that stuff by deciding to just do it one day on a whim, (and you really do need a decent instructor). Imagine for a moment if someone you knew just started doing dentistry to the public; just up and began taking patients on a "pick it up as you go" basis. Its really not that different from TES.
**Classes also have this neat ability to synchronize the expectation of the character's ability in the engine, and the player's own head simultaneously. This prevents the player from inventing a PC that was svcked into a vortex out of his trailer park, and arrived in the world dressed in sneakers & jeans and was arrested and as a demon and thrown in jail; stripped of their demon apparel and left to rot in the dungeon until someone figures out what to do with them. The game has to understand the character, and modern games as yet cannot really do this without classes ~or without making the details inconsequential.
***Incidentally... I've played RPGs with a class for inter-dimensional demon PC's :laugh:
But now the game is offering me a chance within the system to rectify that.
It shouldn't though. Choices should carry weight in any RPG that takes itself seriously.
Those RPGs that offer a chance to change, should [IMO] do so at significant cost to the player (be it by sacrificing future growth, or money, or time, or both; or all three).
Because of the direction they want to take with combat (which I believe is superior gameplay wise to Morrowind), the Oblivion implementation of skills is what's needed. Now, instead of determining what skills level you up, you just do what you want, and you'll have perks to further specialize your character to your vision. It does the same thing, but it fits their vision of real time combat, which is superior to Morrowind's dice roll combat.
I will always consider the die roll superior, because it reflects probability weighted by their personal ability ~which equates to, the better they get at it, the more likely they succeed at trivial application of it, and the more chance they have of success (even just slight chance), at a more difficult use of the skill. This definition applies well to any skill in most any RPG; from marksmanship to lock-picking, to silver tongued negotiating, (and always carries with it a margin for mortal fallibility and bad luck ~as well as good luck). IMO there is no superior method for an RPG [specific].
I'm not sure if that last comment was directed at me or not... ???
I build concepts, not classes. I build characters, not classes. I have many character designs and concepts because I am an aspiring fiction writer. I like to implement those characters into these games, and I select the skills based off what best reflects who those characters are, not what would be a more effective build. I combine the characters personalities with my personal gameplay goals. The class system of Morrowind or Oblivion, or the skill system of Fallout 3 and Skyrim, are all methods of achieving the same goal. They may have a different approach to that goal, but the end result is about the same thing. Focus on the skills you want, level up what you do, and specialize your character through perks.
It was not; but since you mention fiction writing, and of designing characters, then you are well placed to understand the notion of character intent, past experience; habits, and acquaintances. You know what people mean when they speak of "in character".... Like how Cyclops & Wolverine (of the Xmen) would approach situations differently; and both differently than someone like Nightcrawler... And I'm not just talking abilities here, but personalities; views on revenge, and shame, and honesty. :shrug:
Who could trust a character that did whatever their whim decided... who was friendly in one town and murdered people for their home in the next. In D&D terms that sounds like Chaotic Neutral ~and most of those guys are barmy hokerrs.
The whole point to RPGs (in many views) is to read the character (either as assigned or as designed by the player) and act in accordance with the role (or 'living' personality) of the character they've chosen to play ~this time. Now imagine if the next Xmen movie had Wolverine swear off fighting and take up magic spells with Dr. Strange... Baring the fact that he'd need to find a teacher (it'd be awful if he just donned a robe and began shouting gibberish until he got it right :laugh:); barring that, would you think he'd be any good at it? Does he have the background for it? Should he start on equal footing (as an apprentice) with say... Mr. Fantastic or Dr. Doom ~should they also decide to take up apprenticeship with Dr. Strange.
It all falls apart rather quickly without class archetypes; and generally sticking to class.
My comment about the irony, was describing how many treat there character as a class (of abilities they can do), instead of a role (a complete personality, history, and motivations ~and possibly fears and insecurities that would lead that particular individual to behave in particular ~or even peculiar ways that are unique to them).