QUOTE(Uruhara_Kisuke @ Feb 7 2006, 02:37 AM)
What some mods did was increase the cost of training, fast travel and spells, adjusting merchants mercantile and persuassion skills, as well as nerf drop rates from golden saints/dremora. All these policies are rationale I concur with. The lack of viable trading partners still bug me though.
That seems a bit n00b unfriendly though, I've played characters which were not combat orientated and I didn't go to all the places I knew I could get money and I had to steal to afford silt stider fare back to Khuul after getting a better spell for fishing, and my first character thought 6000 was a huge amount. The biggest unbalancer I feel is those damned supply chests, and the complete inexpense of armourers gear; paying for repair isn't worth it even if you next to nil armourer's skill. Paying for repair isn't a big expense for low level characters but it becomes one for higher level characters but because of the cheapness of armourer hammers and the fact they are in supply chests means you'll never have to spend a septim on repair.