QUOTE(DoomedOne @ Oct 9 2005, 04:20 AM)
Each class is really just a combination of skill majors, so instead of it being voted in favor of cunning, valor, or lore, it's voted in favor of skills.
Ok, that's clever, and makes a lot of sense.
They've already got the system in place to increase skills as you use them... so it would be easy to say at the end of the dungeon "the 7 skills that have had the most use are their major skills". Although, will they have a class name for every possible combination of 7 from 21? That's 116,280 class names

However, I'm still uncertain about starting spells. It would be odd if everyone starts with the same fixed spell list, so they have the opportunity to use spells (and thus skills) from every magic school, but if they choose not to use any of them, they suddenly forget them when they leave the dungeon and decide that they're a 100% combat character. Maybe everyone starts knowing no spells, but there are opportunities to learn some in the starting dungeon, if you want.
It might be a bit hard to give you an opportunity to use every skill in a dungeon environment, too... mercantile, speechcraft, alchemy, armorer. I also avoided having Athletics and Acrobatics as major skills in Morrowind, since it made levelling up too uncontrolled, so I'll probably want to do the same in Oblivion, but they'll no doubt be used a lot during the initial dungeon.
Hmm, 45 minutes of character creation... while it'll be good fun the first few times, how long before the first "quick character generation" mod comes out, do you think?
