The Elder Scrolls

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I don't believe that this is the case. You can use miscellaneous skills in Morrowind and minor skills in Oblivion; they just level slower. In fact, the annoying "optimal" Oblivion leveling strategy that some people won't shut up about involves using only the skills that aren't in your class.
You're right, for some reason I thought Morrowing murked both. I think there's definitely a sliding scale of how much friction someone needs to enjoy themselves. Completely removing the option is the furthest end, but the class penalties fall closer to that end too which is probably just enough for people who like crunchy RPGs and not at all enough for internet munchkins who will purposefully spend an extra two hours walking between dungeons, lest their acrobatics skill cause them to be filled with trolls instead of imps.
 
For me, I've never really understood a lot of the complaints those types of players have, because I'm not really like that. I don't give a shit if I can join every single faction on one character because if I'm playing one that would never join the Brotherhood then I'm just not going to do the quest. Whether or not that quest is available doesn't impact its meaningfulness to me because my roleplay doesn't come from how I interact with the game, it's how I interact with the game that comes from the roleplay. What does breaks my immersion is when I have a character narratively that I can't represent through gameplay, in which case a lot of these "immersion improvement" mods and more robust systems can just make things worse by removing my control.

I find this fascinating, because I play the game the opposite way. By the time I start a new save, I already have my character built bc my build is functionally the narrative. I don't go in with the plan to play a sneakthief and then decide his name is Hides-His-Teeth, picking up the skills I think he should have along the way. I get off the wagon in Helgen as Hides-His-Teeth who is a slimy bastard, and so when I enter the keep and see the weapons Ralof offers me, I take the bow and dagger because a slimy bastard would never fight fair.
honestly both viewpoints seem to ignore what todd&emil wanted to do, which was to dilute the gameplay for a more of a one type of character, that's why the intro is abysmal unskippable dogshit.
while one bitches that he can't build his character and have set restrictions made by the game, the other just doesn't engage with what the game has to offer which doesn't interest him, however the game was designed with just one character in mind, the dragonborn, same as how oblivion did it with the hero of kvatch but still kept some of the locks in place, mostly on the similar form of morrowind which is kill a random nigger and you might have broken a whole quest chain, the essential npc's just don't doom your save anymore for whatever the fuck reasons (probably autosaves as morrowind literally tells you to load a save if you want to continue the story or continue on the broken world)
While I do think that there's a lot of merit to the attribute system and I wouldn't be at all upset to see it return, I've never been able to understand the hype behind classes. In a world where everyone just makes a custom class (because let's be honest we all do that) I fail to see the functional difference between classes tying you to your chosen skills and your investment tying you to your chosen skills. Like sure, you could theoretically switch from two-handed to one-handed mid skyrim playthrough but that'd suck. If anything I prefer the classless system because it lets you delay some choices for a bit if you're indecisive but just want to start playing already. Lost count of the times I've been an hour into an oblivion playthrough and started really wishing I picked blunt.
Nothing wrong with a class system per se, I just don't really see the benefit from tying skills to them. Would be pretty neat if they introduced a more constructive class system that added new abilities or something of the sort. Maybe mages can learn spells for cheaper or berserkers have some kind of rage power.
the skill points have been reworked for perk percentage such as 20% extra one hand damage or certain effects like being able block and trigger slow time (which translated to FO4 and SF too), then the subdivisions like how you have extra critical chance if you use a sword or ignore armor if you use a mace perk effects, sure you can pick them all but you can still not to, which is a huge telling that the intended player for skyrim is wildly different than one that decided to stay on morrowind, TES games seem to expect you to come from the previous iteration as a way to show how much they advanced in some fields even at the expense of others.

and yeah sure muh mods but it's one of the reasons i can respect skyrim, in a way it's a cope but the game has that level of self awareness, either intentional or not, other games is more of a cointoss and nowdays it's thanks to skyrim that we have games that were forced to have this level of awareness, though at the cost of horse fucking armor.
 
one type of character
The problem is that making this the central argument inevitably leads to the whole "there are only four RPGs" conclusion, because I think the real answer is just that people didn't personally like it this time.

Skyrim isn't any more egregious in locking the player into a single character than any other 3D Bethesda title. Literally all of them have a basic setup and then a tutorial area based on it. In Skyrim you're caught at the border and escape your execution in Helgen. In Obsidian you're a prisoner who aids the failed escape of the Emperor. Even in New Vegas your character is always the Courier with the same bullet to the head.

The only characters that reference you as titles like the dovakiin are ones directly involved in the main quest that aren't exactly an issue if you're purposefully choosing to do the quest specifically about being the dragonborn. If you don't pursue it then Dragons don't even spawn. Yeah, there are protected NPCs, but I have literally never spoken to anyone who didn't just reload their save as soon as the severed fate message popped, and at that point Skyrim is really just saving you the loading screen.

So what I really don't understand is why there's this narrative that Skyrim has such an issue with these things when it never seems to be a problem anywhere else. Like, okay, how is being caught in a general area for reasons that may or may not be true and escaping in what could be a freak accident any more limiting than being a canonical convicted criminal who is literally handed one of the most important artifacts in Tamriel because the Emperor himself thinks you're cool?
 
however the game was designed with just one character in mind, the dragonborn, same as how oblivion did it with the hero of kvatch
In Oblivion you can at least play the Shivering Isles DLC without even touching the main quest. In Skyrim in order to start a quest line on Solstheim(the only quest line that intrigued me) you have to slay the first dragon near Helgen, and go to the greybeards.
I fucking hate this shit. The dragons are lame, boring, and they are too keen on killing those lovely cat-people. The voice is not that interesting of a mechanic, and all that dragonbord nonsence is just not that interesting.
 
I think he was making a funny. But in the chance that I'm wrong, what is the issue with Skyrim? Do people not like the system of gaining points in the skills you actually use?
I do like the perk system the problem is that 90% of them are boring shit like "deal 10% more damage lol" the only skill tree that doesnt do this is block since every perk just adds more mechanics to the block system and the final one you can just Rush towards the enemies knock an entire army down, is funny

Skyrim is normie goyslop that removes all the depth and meaningful mechanics in exchange for bar goes up. It has no meaningful choices, plus the writing is dogshit and ruins the lore. It's a mile wide and three inches deep and it's not even really an RPG. Also Emil and Todd Howard killed my dog
This but unironically. Rip Sparky, gone but never forgotten.

The dragons are lame
>Mfw dragons are just nordic cliff racers
Todd... I kneel.
 
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The most disappointing thing about Skyrim was how non-threatening the dragons were. They really are just a minor occasional nuisance. There were of course mods to make them a vicious menace, like there are mods to fix almost every bullshit retarded bland basegame Skyrim flaw, but sadly not all of them.
You might be tired of people repeating the usual "Skyrim deep as a puddle dumbed down for normies not even a real rpg Morrowind infinitely superior " statements, but it doesn't make them any less true. There's a reason they keep coming up again and again when discussing Elder Scrolls games. Also Todd Howard raped my dog.
 
I think he was making a funny. But in the chance that I'm wrong, what is the issue with Skyrim? Do people not like the system of gaining points in the skills you actually use?
It's one of those things that sounds smart on paper, but is fucking retarded in execution. Oh shit, I forgot to block enough times before I went to sleep, better go find some bandits or something so I can block 73 more attacks so that I don't fuck up my progression.

Hops around the world like a mincing faggot for hours, looking for a bandit so I can block his attacks.
 
For me, I've never really understood a lot of the complaints those types of players have, because I'm not really like that. I don't give a shit if I can join every single faction on one character because if I'm playing one that would never join the Brotherhood then I'm just not going to do the quest. Whether or not that quest is available doesn't impact its meaningfulness to me because my roleplay doesn't come from how I interact with the game, it's how I interact with the game that comes from the roleplay. What does breaks my immersion is when I have a character narratively that I can't represent through gameplay, in which case a lot of these "immersion improvement" mods and more robust systems can just make things worse by removing my control.
I can definitely understand this because it's the way I play (heavily modded) Skyrim. In my last playthrough I started planning out a run as a nightblade where I would start as a pickpocket, make my way to Riften to join the Thieves' Guild semi-organically after already having stolen enough to make Brynjolf's introduction make sense, then play through the Thieves' Guild and College questlines before joining Imperials and Dawnguard. This to complement my previous playthrough as a based and true two-handed Nord warrior Stormcloak Pqtriot doing the Companions, Main Quest, Stormcloaks and Dragonborn.

But in vanilla Skyrim I just can't see this in good faith, because the game actively tries to push you to join multiple factions. If I'm playing Jayred Ice Veins who doesn't believe in magic and can't hold a lockpick without snapping it, well I can't complete the main quest without Brynjolf forcing me into a criminal scheme, and the College questline will shove its way into my journal whether I like it or not. Ironically the fighter questline is the least intrusive since it just suggests you speak with the admin of their furry Discord after Aela berates you for not sprinting down the road to help them. The game WANTS you to join every faction and find every Daedric artifact, and good for you ignoring those hooks but that doesn't mean they're not intrusive.
I get off the wagon in Helgen as Hides-His-Teeth who is a slimy bastard, and so when I enter the keep and see the weapons Ralof offers me, I take the bow and dagger because a slimy bastard would never fight fair.
So... a stealth archer. The result of your choice-based roleplaying to make a unique character is the same character me and every other 14 year old who got Skyrim for Christmas played except mine was a khajit named Nowun, from the land of Elsweyr, which is clearly much more clever. because as it turns out, the mechanical incentives of the game do a lot to influence your ability to roleplay.
I very much disagree that this is what seperates people who enjoy Skyrim from those who can't because even people who do like it still talk about the stealth archer experience, ie, the fact that all Skyrim playthroughs tend to become carcinised.
This is kind of what I'm getting at, no matter how much you build your character through 'narrative choice', eventually you will have to engage with the mechanical progression of the game. And in Skyrim, even more than previous games, that means picking your favourite flavour of graverobber. At least the Oblivion Thieves' Guild involved thief jobs, and the Mage's Guild involved solving magic problems (at first). Skyrim *will* make you fight Draugr in a crypt. And if my Nightblade hypothetically wants to put all my perk points into Illusion and Pickpocket, guess what, I'm getting gangbanged by beefed up dustmen because this is a dungeon crawler and you should've been putting points into a skill that does damage, retard.
This is not the problem; at the end of the day, The Elder Scrolls is a dungeon crawler franchise, it's the most consistent identity across every entry. You can fuck about in town and play dress-up but eventually, you have to get in the fucking cave and kill a boss for loot. You can't define your character only by narrative choices, you need to build a combat character, and that's where an attribute system allows you to think for yourself. There's no reason you can't apply this idea of 'build your character through choice' in Morrowind's stat system, it's just that Todd decided that too many numbers would scare the hoes and cutting them would be less effort than fixing the existing issues.
So what I really don't understand is why there's this narrative that Skyrim has such an issue with these things when it never seems to be a problem anywhere else. Like, okay, how is being caught in a general area for reasons that may or may not be true and escaping in what could be a freak accident any more limiting than being a canonical convicted criminal who is literally handed one of the most important artifacts in Tamriel because the Emperor himself thinks you're cool?
Sorry, but I've never heard anyone make this hypothetical case of criticising Skyrim's introduction while defending Oblivion's. Yes, Oblivion clunkily started the trend of railroading you into the main quest without any level gates or off-ramps, and Skyrim also pushes you into it, but with more finesse. You're encouraged to go to Riverwood, and then to Whiterun, to deliver information rather than an undroppable item. You can ignore it if you're specifically playing the kind of character who would ignore the earnest request for help from the person who saved you, otherwise not really.
If you ignore the request and instead just go to get supplies in the first village on the road out of Helgen, you'll be given a quest that leads you to an undroppable item which you need for the main quest. And as soon as you go to the central hub city of Skyrim you'll be reminded to go deliver that information whether you like it or not. You also can't participate in the Civil War everyone's talking about, and every time you pass a word wall- which happens as part of every single faction questline - it'll helpfully remind you you're the Dragonborn with a new shout in your magic menu. At least if you decide the Oblivion Crisis isn't your problem and dump the amulet with Jauffre, you can just play through the Mage's Guild without any further mental gymnastics.
I guess the word walls could just be Hides-His-Teeth having a panic attack and blacking out every time he sees ancient Nordic hate speech glowing and forcing slurs at him. Actually that's pretty based.
Once again the problem was solved in Daggerfall and Morrowind; just start the game with an open prompt and add level gates before players get to the inciting incident. They only changed it because Bethesda thinks console players won't pay attention if they don't start with an explosion.
 
Sadly, Todd was right.
This is where you point out that New Vegas proved you can have both. You can in fact start off with a literal bang without immediately telling the player the whole world is at stake.
Skyrim's opening is like if NV kicked off with Securitrons murdering an entire caravan to secure the Platinum Chip with you being the sole survivor and telling you to find out where all the evil robots are coming from instead of 'some nigga in a dandy suit stole your package, get it back if you want.'
 
Been playing a two handed character with Ordinator installed, holy shit is it fun. My favorite perk is Massacre, it gives a 5% chance of increasing the speed of your swings for a few seconds. Feels so cathartic when it activates.

One observation I have is that when you're playing a two-handed build, the Thu'um suddenly becomes a lot more useful of a mechanic. Need a quick ranged option but don't want to hotkey a bow? Fire/Frost breath. Want to increase how fast you swing but don't have the perk for it yet? Elemental Fury. Unrelenting Force and Ice Form are great when you're getting swarmed and are low on health, too. Considering that Todd mains two handed when he plays, I wonder if the two mechanics meshing so well was intentional.
 
One observation I have is that when you're playing a two-handed build, the Thu'um suddenly becomes a lot more useful of a mechanic. Need a quick ranged option but don't want to hotkey a bow? Fire/Frost breath. Want to increase how fast you swing but don't have the perk for it yet? Elemental Fury. Unrelenting Force and Ice Form are great when you're getting swarmed and are low on health, too. Considering that Todd mains two handed when he plays, I wonder if the two mechanics meshing so well was intentional.
I hope that TES6 gives us some more power options, if not bringing back the magic cast button, because it does feel really good to pull out an ability on a cooldown when you're going two-handed without having to swap what's in your hand. Swapping your equipped weapon/spell just feels way worse when you're two-handed compared to one-handed for some reason
 
It's one of those things that sounds smart on paper, but is fucking retarded in execution. Oh shit, I forgot to block enough times before I went to sleep, better go find some bandits or something so I can block 73 more attacks so that I don't fuck up my progression.
It's only true for Oblivion, the leveling system of which is utterly retarded. In all other TES games you don't need to optimize your leveling unless you want to. I, for example, do not do that, because it turns a game into a chore.

This system isn't perfect but it's at least original.
 
It's only true for Oblivion, the leveling system of which is utterly retarded. In all other TES games you don't need to optimize your leveling unless you want to. I, for example, do not do that, because it turns a game into a chore.

This system isn't perfect but it's at least original.
It's not original, either. Final Fantasy II did it in 1988. Runescape and Dungeon Siege as well. The reason you rarely see it is it's a bad idea. It's a bad idea because it means skills you don't need frequently fall woefully behind. Sure, swinging my sword levels up, because I'm swinging my sword a lot. Jumping? How often do I need to jump? Not that often! So...I need to practice jumping. I need to wander around Tamriel, running and jumping like a retard, so that should I come to a gap more than a foot or two across, I can be sure to jump it.

The result is that in every game with this sort of system, you have to dump loads of time into doing boring, routine, unfun crap so that your character doesn't break. This doesn't make the game more fun. It makes it less fun. It makes it boring and tedious. It turns the game into doing your homework and going to cross-country practice.
 
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TBH any gameplay issue Skyrim has can be fixed with a mod, the real issue is the lmao wtf writing the quests have.

"why are we letting these rando elves take this super powerful magical artifact? what do you mean I'm archmage"
"why am I, a selfish thief, becoming a daedric devotee?"
"wtf I wanted to stab things why am I a furry now"
"why is this hag and old hobo ordering me around telling me to kill dragons, I'm the avatar of akatosh"
"I just killed the fucking Emperor why are there zero consequences"

BTW why is Elisif Jarl and potential high queen? I'm pretty sure if Charlie dies Camilla doesn't suddenly become ruler of Britain.
 
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Did you know that when disenchanting an item, the magnitude of the enchantment affects the XP gain? Rate me
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but I didn't know this until extremely recently and I wish I had years ago.

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BTW why is Elisif Jarl and potential high queen? I'm pretty sure if Charlie dies Camilla doesn't suddenly become ruler of Britain.
I thought she was just serving in the interim before a Moot can be convened.
 
TBH any gameplay issue Skyrim has can be fixed with a mod, the real issue is the lmao wtf writing the quests have.

"why are we letting these rando elves take this super powerful magical artifact? what do you mean I'm archmage"
"why am I, a selfish thief, becoming a daedric devotee?"
"wtf I wanted to stab things why am I a furry now"
"why is this hag and old hobo ordering me around telling me to kill dragons, I'm the avatar of akatosh"
"I just killed the fucking Emperor why are there zero consequences"

BTW why is Elisif Jarl and potential high queen? I'm pretty sure if Charlie dies Camilla doesn't suddenly become ruler of Britain.
Although even this could probably be fixed now by redoing dialogue with AI (one of the few actual use cases for it)
 
Although even this could probably be fixed now by redoing dialogue with AI (one of the few actual use cases for it)

A Skyrim mod where you piss off an NPC, so he hijacks your machine to move laterally into your work laptop and then delete your employer's production database
 
Rip my boy D'claude
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>permadeath 100 difficulty nuzlocke type shi
>survived an skeleton archer by forcing it to open the door then i close it and slowly killing him by poking him with a toothpick
>completed all balmora thieves guild
>completed almost all balmora figther guild except the codebook cuz im not a rat
>reached level 5
>found a cool glass dagger in the telvanni canton that costed like 25 gold
>died trying to complete Ahnassi's quest, the guy pulled a bound sword and instantly fucking killed him
Sigh, Time to spin the wheel. Is funny how scrolls become the most useful shit when you have one life, a lot of things were achieved thanks to the bosmer lady in the mages guild and Ajira shield potions.
 
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