QUOTE(Winter Wolf @ Apr 8 2015, 04:14 AM)

That is certainly an impressive list. But I fail to see how having classes would ruin that list?
As but one example - Dawn the Breton. She uses magic and a claymore - mostly destruction and illusion magic for ranged attacks and crowd control, and a claymore up close. She has no need for the sort of limitations you insist on since she's already limited by the fact that she's splitting her time and energy between divergent skills. She'll never be as skillful with a sword as Jibran, for instance, who's never done anything but swing a sword, and she'll never be as skillful with magic as Tim, for instance, who never did anything but cast spells. The limits you believe necessary already exist solely as a function of the fact that time is finite and time spent doing one thing is time not spent doing another. And, more to the point, in your demand that some sort of unnecessary restriction be placed on characters, it's quite likely, just because this is "the way it's always been," that you would decree that she, as a "mage," can't use a claymore AT ALL. She'd be arbitrarily required to use a dagger, as if there's some sort of law of Nirnian physics that causes weapons bigger than that to literally leap from the hands of "mages." So she couldn't even exist.
QUOTE
What are you getting so worked up about? I understand your passion for RPG but not why you think that I am forcing anything on you? If I was saying 'you', it would mean, 'you, the player,' not you, gpstr.'
Um... what?
If you say the former, you necessarily mean the latter. That's exactly the problem. If you say that "you, the player" must be compelled to do this and prevented from doing that, then you're not only saying that
I must be so restricted, but that every single solitary person who might ever play the game must be so restricted. That's exactly the thing to which I object.
QUOTE(Destri Melarg @ Apr 8 2015, 02:45 PM)

Immersion doesn’t come from attributes or racial specials or any of the other bells and whistles that constitute game mechanics.
Well... actually, to some notable degree, for me, it does.
It's not a coincidence that I've played so many unusual characters - Altmer barbarians, Orc mages, Orc thieves, Breton tanks... I like playing against the grain, and specifically because I like the challenge of working out how to get this Orc to be a powerful mage in spite of the fact that he's less well-equipped to be a powerful mage than the Bretons and Altmer around him. I love the fact that my Altmer barbarian started out fragile and weak - that meant that he had to REALLY want to be a barbarian and had to REALLY work at it to succeed, while a Nord or an Orc could've just effortlessly cruised to the same end. His shortcomings, and his struggles to overcome them, are a huge part of his story and of his personality.
It's a basic rule of storytelling - the way you create an interesting story is to create a character, give him a goal, then put an obstacle in his way. The drama of the story comes from the things that need to be done in order to overcome the obstacle. With no obstacles, it's just a boringly straight path.
Now personally, I have no idea why anyone prefers complete blank slate characters. To me, that just means that there's no reason to even care about picking a race. With racial differences, I get to choose whether I want to play a mage from a race that's predisposed to magic and thus has an advantage and will become extremely powerful or a mage from a race that's not predisposed to magic and thus has to work that much harder to succeed. Without those differences, I get to choose whether my mage is yellow or green. That's it. The former pair of choices goes some considerable way toward defining the character and laying a foundation for his story. The latter pair of choices is ultimately meaningless trivia - there might as well just be one race and a skin tint slider.
I should note at this point that I think a whole lot of the problem (broadly - I make no claims about you personally) isn't really about the game at all - it's that the distinction is made in the context of "race," which triggers a basic gut-level reaction in people. I don't think it actually has anything at all to do with how the concept of racial differences affects the game, but is primarily just a fundamental discomfort with the notion that there might even be any notable differences between "races." And I can't help but wonder if this controversy would even exist if they were referred to as different species instead.
In any case, whether it makes sense to me or not, it's undeniable that that's how some people prefer that "race" define nothing more notable than skin color and ear pointiness. So that means that my ultimate RPG (I can't even say ultimate TES game, because that's so thoroughly inconceivable - Beth WILL NOT make any game even vaguely like that) includes attributes and includes racial/character presets that can be toggled/adjusted to the player's preferences, so those who want diversity and advantages and disadvantages can have them and those who want a broad sea of undifferentiated blank slates can have them. I'm not wholly comfortable with that, just because it would seem to invite balance problems to have to build a world around some potentially relatively broad range of choices there, but that's the best I can do. I think that sort of thing is vital - that fully-fleshed characters can't be defined solely by their skills - that, just like real people, they also have to have talents. Just like real people, they have to have things that they're innately talented or not talented at - things that they'll be able to do easily if they choose, and other things that they'll find difficult to do if they choose. If they have the exact same aptitude for everything as everyone else, then much of the pleasure I find in roleplaying is gone, just like that. That others don't share that pleasure is just something that needs to be worked around - I'm willing to accommodate that.
QUOTE(Winter Wolf @ Apr 9 2015, 05:37 AM)

I am curious though, how do you decide majors/minors if you have no idea what your character will become? Do you just take anything and then fix the character as you go with console command and mods? I have never had to do that as I theme everything around the character, majors, leveling, quests, equipment, you name it.
For the most part, I use a standard set of general purpose majors that are simply ones that increase slowly enough that I get to spend as much time as possible with the character before s/he becomes overpowered and boring - things like Mercantile and Restoration are ideal, since pretty much everyone uses them, but they increase very slowly.
I have to have some basic idea of what the character's going to do to survive, because some majors, and more significantly, their specialization, are going to depend on that. But it's not necessary to know much - I just need an idea of what type of melee weapons they'll use if any, what type of armor they'll wear if any and what type of spells they'll cast if any. It's only necessary to set things up so that they don't level too quickly but they aren't crippled either - basically, that just requires making sure that their important skills are either non-spec majors or spec minors. Beyond that, it generally works out - some struggle more than others to gain the skills they need, but that just becomes part of their story. And if all else fails - if a build just isn't working out - I use the console to retcon it. I just change their majors around as necessary, then edit their skills and attributes to match. That's pretty rare though - I've done it enough times now that I've got a pretty good feel for assigning majors and specialization so that the character can do anything within a fairly broad range and at least not be crippled and not level up so fast that they're uber after too few hours, and that's pretty much all I require as far as that goes.