No - not at all. I'm talking about character creation - once the character is set up, I just play. The most grinding I might do is to work on Illusion off and on over the first few levels so that a character who won't otherwise be using it and started out with low skill can cast night eye instead of light. And that's only if that's the sort of thing that character would do. Other than that, I can't think of a single skill I ever grind, for any reason. I just play the game and it all comes naturally.
But that depends on some very precise and well-thought-out character creation.
For instance - I want to play an archer with blade backup in light armor. He's going to make most of his attacks from a distance, but isn't going to be afraid to switch to melee if/when he's pressed. That would be...... probably marksman and light armor as majors and blade as a minor, but with a combat spec. Combining spec minor and non-spec major tends to keep things fairly balanced, marksman increases very slowly (steep learning curve) so it works well as a major and he's probably not going to get hit a whole lot, so his armor experience needs to count for as much as possible. He's not going to be terribly skilled with a blade at first (low staring skill as a minor), but he's going to learn quickly (combat spec).
Once all that's set up, then all I have to do is go play, and everything just takes care of itself. The thing that concerns me about the new system is that I'm apparently not going to be able to set any of that up in advance, so I'm going to have to keep tabs on the character and keep making decisions that simulate the gains he would've gotten automatically if I'd been able to just set him up how I want him in the first place. Again - it might work out okay - those decisions might be automatic and natural and it'll work out to the same basic thing - just playing and letting things happen. But if that's not the case, then there's not going to be a way to compensate for it.
As for birthsigns........... was it my mention of the updated doomstones that brought that up? Obviously contrary to the early statements about those, they don't seem to be a substitute for birthsigns AT ALL. They're much more accurately a substitute for majors and minors and specialization. At least from what we've seen so far, their effects are to increase the rate of skill increase for ranges of skills, which is precisely what majors and specialization did in past games. That's the only reason I mentioned them.
Birthsigns.......... I liked them from an RP standpoint, but I'm sort of ambivalent about them being removed. I'm fundamentally opposed to the idea, but only because I don't think that removing content is generally a good idea. But I'm not that attached to them personally.
Interesting approach, thanks for clarifying.
If I'm understanding your concerns correctly, it seems that the bigger question might be how well has the dev team properly tweaked the rates of advancement for the various skill raising activities in tandem with the character level process.
In other words,
- will certain skills increase a lot more slowly or more rapidly than others?
- is the level scaling tweaked carefully enough so that people aren't forced to try to avoid increasing character level?(if FO3/FNV is any indication, I think we are fine)
- how quickly does the XP gain accelerate in relation to the skill level? (the higher the skill, the more the XP, but when exactly does this kick in?)
Based on the interviews and the little bit of info we have so far, it seems the devs have devoted a massive amount of time and energy to getting the leveling and skill progression right. I'm hoping they arrived at an elegant solution that works in a complex way behind the scenes even though the PC's choices at character creation are less complex.
It will also be interesting to see how perks provide new opportunities to enhance roleplaying a character with specific personality traits. For example, two separate non-magic using archer/blade(or 1H sword, etc.) builds, like the one you described, can end up completely different from one another as a result of perk choices.