You see, I find it ridiculous how a bandit thug can have almost 7 times more health than a regular bandit when both of them are from the same race and wear the same armor. It feels completely artificial and it throws balance away because now I need 7 times more hits to kill the same guys and JUST because he happens to have a slightly longer name.
If I want combat to be somewhat believable again (i.e. human-sized opponents dying in 2-4 hits as opposed to in 10-20) then I need to use smithing and/or rely on those 'fortity 1H and fortity 2H). But of course I need to do it within reason or else I become overpowered. Things can then go well for a while, at least until I find the next level of bandits and draugrs (bandit highwayman, draugr scourge). Then balance is screwed again and I have to invest in smithing and enchanting some more.
My point is: the above is a chore and wouldn't be necessary if there were reasonable caps to both damage and health for all actors (including the player, of course).
I imagine something like this:
1. Player starts with 50 health and cannot go beyond 100 health. This cap applies to all NPCs.
2. Offensive skills can no longer be permanently fortified via perks or enchantments. They can still be temporarily fortified via smithing and potions but without exceeding 150% of the weapon or spell base damage.
3. Multi-tiered opponents (bandits, draugr etc) may exist but they will differ in terms of the equippment and spells they use and not in terms of health.
4. Some creatures (trolls, hagreven, WispMothers...) can have more than 100 health and deal higher damage but they will be weak to a certain type of weapon/spell. Using it against them and having good armor will be highly advised to win the fight.
5. Some opponents will have abnormally high health and damage (dragons, centurions...) but also they will have special weaknesses that have to be exploited in order to win
Does something like this exists?