Getting rid of mysticism seems like a good idea to me. It seemed like the category they put the leftover spells in that did not fit anywhere else.
One-handed and two-handed is a surprise, but seems like a decent idea. I say that because if I am playing a melee fighter, it is either a sword and board (or axe and board) type, or a two-handed sword type. I have never had a character who started out with one, and went to the other. So it strikes me as something that will serve the gameplay well.
It is good to see enchanting back. I always hated how in Oblivion you could only enchant something with one of those silly altars. You should do it with your own innate magical power. Or hire someone else who has the mojo to do it for you. That was one thing I liked better about Morrowind. It is just too bad constant effect enchantments were so hard to come by there.
I can see why archery got thrown in combat, as it is about killing people. However, it seems like archer characters are always stealth-based. At least in Oblivion. But they said that bows will do more damage in Skyrim, so perhaps a Skyrim archer will not have to rely upon that extra damage from making sneak shots? Then they could just be a tank in heavy armor carrying a big bow.
The absence of hand-to-hand seems odd. Maybe they figure that very few people play hand-to-hand characters? It seems like a surprise since those characters worked so well in FO3 though. I would have expected Bethesda would have learned from that, and tried to make it more viable, rather than just completely discarding it. Plus
The Monk is pretty standard in RPGs.
I see they still kept Speechcraft. I wonder why? Oblivion showed how useless that is as a skill. Perhaps they are going to completely change how it works, and do something more like FO3 or the KOTOR games, where you simply have a percentage chance of succeeding based on your skill? That would make it viable.
I could live without separating armor into light and heavy. I choose armor for appearance. It is always a pain in the rear to have to mod every piece of armor in the game or in mods that I like to make it match the skill of my character at that time. Armored and Unarmored would be more interesting, I think. Especially given how much this game leans toward unarmored spellcasters.
Alchemy seems out of place as a stealth skill to me. Depending on your viewpoint, it is either like herbology/chemisty, and is just a matter of a person with the training mixing the right elements together. Or it is an intensely magical discipline, where the practitioner draws forth both the dormant magicka and the effect residing within the ingredients, and shapes them into a working form. Neither of those are things I associate with someone who picks locks or lifts wallets. But I can see that they had a definite plan going on with the crafting skills, and wanted to have one per each of the 3 categories.
Like TK, I do think the removal of attributes is a loss. There really is an industry-wide trend toward over-simplifying games these days. I thought Mass Effect was dumbed down, until I saw Mass Effect 2! By making a game so simple that even a 3-year old can play it, they also lose out on a lot of what makes characters, and gameplay, unique.
This post has been edited by SubRosa: Aug 16 2011, 12:50 AM