Would non-violent options be welcome? Well, yeah, sure, any added tools, especially those that enhance RP, would be welcome. BUT, I have a major problem with what a lot of people hope these tools to do. For example, the tower on the road from Whiterun to Iverstead (forget the name). It's too profitable a position to "clear" by talking the inhabitants out of it. It just wouldn't make any sense at all. Talk your way PAST it, without having to engage, yeah, sure, but not complete the quest to clear it. And how would one, say, complete a Companions quest to rid home X of beastie Y? Talk the wolf out of the house? On SOME level, you are, as a non-violent character, going to have to avoid some quests. You're going to HAVE to say no, for instance, to the MQs. Period. Swaying either side in the CW is impossible, and Alduin, well, "Um, please don't eat the world Mr. World Eater," just isn't going to work, ever. So non-violent characters would have to avoid quests that are inherently violent. Being that combat is such a large part of RP (and RP mechanics), we also can not expect entire games catering to non-violent solutions. And, you kind of have to realize that you're in an extreme minority to want such things, even if they would be nice for you, for the PC you want to play. Thankfully, you CAN play a merchant all you want, picking natural goods, searching for ore veins, mixing potions, farming, cutting wood, transmuting iron into gold and smithing it into fine jewelry, etc. These things aren't terribly exciting, no, but that's kind of my point. A completely non-violent character isn't terribly exciting to begin with. To each his own, but quests will always, and should always, have en element of danger to them and some (like clearing bandits, slaying dragons, vampires, etc.) should require violence. You can mostly complete the entire TG questline, for example, without "killing", but you WILL need an NPC willing to kill, and you'll likely be doing a LOT of running and healing of that NPC.