This is probably worth quoting, a little conversation I had behind the curtain:
Hey. I don't want to beat the thread to death, but you've mentioned something that I just can't quite respond to... the idea that someone is born naturally strong.
Clearly it's pointless to say that all men are born of equal strength. They aren't.
But really, is an attribute the right way to represent that? Huge guys can be very weak. Small guys can be very strong. Those outliers are developed by skill, not by any inherent attribute.
So much of what strength is boils down to how you develop, which is why I say it is more a skill than an attribute. Then again, clearly, on some level it is somewhat innate.
What's the best way to put that in a game? Not the way Oblivion did it, that's for sure. What were the attributes there? Not innate, that's for sure. You could level them, they were basically just big, vague skills. It didn't make any sense.
Now I'm confused.
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Attributes represent the physical qualities of your character. They can be raised because you can "work out" your character like you would in a gym.
Attributes would aid skills in determining the effectiveness of something, such as swinging a sword. A skill would represent the knowledge and tactics learned to be effective with a sword. Things such as knowledge of weak points on a body like arteries and major organs, or knowledge of how to move in such a way to effectively combat an enemy. The attributes then represent your physical body, your strength aids in how hard you can swing your sword, your endurance aids in how tiring each swing should be, and your agility makes your movements more swift (keep in mind agility isn't speed, agility is how quickly you can change your bodies position, such as moving from a striking pose, to striking, or from being parried to a defensive pose). Attributes represent your body, skills represent your knowledge.
Attributes are useful in defining your characters body, but not skills. I could make a mage who is very strong but not very intelligent. After raising my magical skills his intelligence is likely to increase because of study. I could make a weak warrior, and he should become strong because combat is a workout.
One issue with the attribute system was how they were raised. In Oblivion you could choose which to raise, which is a classic RPG thing, but it didn't make much sense nor did the multipliers. If I increase my long blade skill (I detest combining skills, but thats a different argument) then I should get stronger, improve my endurance, and become more agile. So I would advocate automatically raising attributes, multiple attributes, based on the skill raised. Perhaps raising long blade by 10 levels improves strength by 8 points, endurance by 8 points, and agility by 4 points. That way using a skill makes you better at that skill but improves the attributes that "govern" those skills.
In Oblivion only 1 attribute would govern any skill, strength for long blade. The reality is wrong, and all attributes that are relevant should be used in calculating various aspects of that skill. Agility should make your swings faster, strength increases damage, endurance reduces loss of fatigue.
Attributes can represent a "connection" between skills. A skill that would goven use of warhammers and a skill that governs use of claymores should be different skills. Warhammers target pressure points and large parts of the body, claymores target limbs that can be chopped, arteries that are vulnerable, and weak spots in armor. The tactics and targets and use of these weapons are very different, thus the need for different skills, but they use similar attributes. A warhammer is going to take a lot of strength and endurance, and very little agility (but still some). A claymore will require a lot of strength and endurance but not as much as a warhammer, and more agility than a warhammer.
So if you were to level your "claymore" skill, you could pick up a warhammer and use it somewhat effectively. You wouldn't know how to use it, but your body would be able to use it easier than a shortsword or dagger for instance. The skills are different, but leveling a "claymore" skill would still benefit the "warhammer" skill because of your attributes, because your body can handle both.
To have a more effective system we would need attributes to be used where they would be used, agility should be calculated in weapon speed, strength was used in weapon damage. This way attributes actually benefit every skill that uses them, where as in Morrowind agility increased damage with short blades, but strength increased damage of long blades. Attributes should also level based on what skills are raised and it be done automatically (I see no reason not to allow "working out" to improve attributes slowly, thus giving players choice to raise attributes against the will of their skills, such as a mage working out to improve his strength) There would be plenty of ways to balance this to avoid people who just raise everything, but then again if thats how they want to play...
The major point is attributes are physical qualities of your character, such as his strength. Skills represent knowledge, such as how to use a sword. I can be trained in how to use a sword (perhaps read a lot of books that were educational) but not be strong enough to use one effectively.
I do like the additions to the game, such as perks. Perks offer the chance for variety. But they don't make attributes redundant, perks are additional "abilities" gained from raising skills. The dodge ability was a perk for acrobatics in Oblivion, as was jumping on water. A good example of a perk would be learning a new power attack. Perks don't however make the physical characteristics of your character redundant.
Any questions I'd be happy to help. I'd like for people to realize that the previous system was broken, but it is far more accurate than removing them. Attributes weren't a means to an end, such as health (like Todd said). Fixing the system is far better than scrapping it.
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You really outta post that beast.
Of course that system would be ideal. It's clear, when you really think about it, that attributes are real. The problem is that their effect is so intricate that it would be difficult to represent in the game. Why Bethesda often shies away from fixing systems like this, instead of just axing them, I will never understand.
There is so much potential, if done right, for a dynamic interaction between your skills, abilities, and attributes. There's also a rich set of possibilities for how they all can be affected by player actions, and how they might influence one another.
I applauded their removal because of the nearly comical way they were implemented in Oblivion. But once again, Bethesda has chosen the axe of removal over the fine scalpel of change and reform.
I'm not sure why. I do wish they could spend the time to improve things like this so that real potential could be reached instead of opting for a simpler system. The worst part is that the new, simpler system is probably going to be better than the old one. It just has so much less potential for the future.
Personally, I'm perfectly satisfied with this as a conclusion to this thread. It sums up what just about everyone has been saying.