I get in the house okay. I navigate to the stairs to access the upstairs. My character is level 24 or 25. Has a sneak of 71 and 1h of around 50. She has an orcish dagger of frost damaging (extra 3 or 4 damage). I poison it with a poison that does 25 damage. With the Backstab perk, I would think that this should be doing something like 35 x 15 = 525 damage right? I've never had any problems with backstabbing going wrong before. This toons HP are about 220 (non-buffed)
When I get to the stairs I find that a guard has a patrol up and down the halway at the base so I figure to be on the safe side I'll assassinate 'em, expecting htat he'll probably be standing right there at the base of the stairs when I'm on my way back.
I try to backstab him just as he turns to return down the hallway. I don't hear any nice KERCHLUNK from the backstab attack nor do I see any text, and the merc barely has a sliver of his health carved off . . . . WTF!?
Try again. Same thing.
Try again. Same thing.
Try again. Same thing . . .
Okay, so they've apparently got the mercs in this special mission scripted so that attempts to backstab them WILL fail?
http://www.uesp.net/wiki/Skyrim:Mercenary_(Goldenglow)
Well that sort of explains it now doesn't it? Mercenary (Goldenglow) HPs are:
50+(PC-1)×11.7
or in other words
50+(219)*11.7 = 3,147.3 HP
Great, so lets compare that with your garden-variety Skyrim Dragon . . .
http://www.uesp.net/wiki/Skyrim:Dragon
Legendary has 4363
Revered 3513
Standard ~1000
Ahh, that explains it. These are not just "Mercenaries," they are DRAGONBORNE Mercenaries!
DAAAMMMNNNN!!! That Aringoth is making some SERIOUS Septims on his honey! For Talos sake!? If either the Imperials or the Stormcloaks could get those eight mercs on their roster for a few weeks they could effectively win the war!
Oh but wait . . . thats not really the point. They aren't _really_ supposed to be Uber-Mercenaries, thats not part of the story per se. They are supposed to be just, 'stronger than your average city guard' type mercenaries (at least based on the dialoque), but with a twist. They are guarding a guy on a Thieves Guild mission where the writers want you to not kill anyone and do the mission as a "Thief" without any cross-training in "Assassinery"
So, the fact that the mercenaries are effectively unkillable has nothing really to do with any sense of the story or internal coherrence. The writers just don't want you to be able to kill them cause, well . . . somebody decided the Thieves Guild should be different from the Dark Brotherhood I suppose?
So, not only does your guild blather on about "not being assassins" and several guild mates moralize about deciding to 'not take lives,' but when you go to do your missions for them, you effectively have one choice: don't assassinate.
I would be perfectly fine with this sort of immersion breaking nonsense if they'd just put a big label on the Essential NPCs and the non-backstabbable mercs that says:
"DO NOT TRY TO KILL ME! THE WRITERS DID NOT WANT YOU TO KILL ME, SO I'VE BEEN GIVEN TWELVE TIMES YOUR HP"
I understand now why some people have been so incredibly negative on this game. It is frustrating that every time you get into the beauty of it, the open-endedness of it, the detail, the grandeur the artistry, the characters and their stories and you try to move forward on some quests, you find yourself back on a track where the 'appropriate choices' for your character to make have already been decided by the writers and if you want to finish that is what you better damn well do.