From the previous thread:
Yes, agree here........hmmm...gives me a mod idea to have an in game id tag to player name like: cleric based on perk choice in the tree........
but, if you took smithiing, with restoration, and strayed from the cleric path with less restoration, you would get another label.....
Paladin, cleric, etc.
I like it.
thanks.
Sounds like an expanded version on what Star Wars Galaxies used to do.
Each top tier skill also came with a title based on that skill, and the class that it was within. So you could earn the titles and run around with "Master Droid Engineer", or "Master Carbineer", or whatever skill you had.
I'd also like to reply to another post from the previous thread - about the "imagination" and such driving roleplay.
I agree with that 100%. Which is exactly why I don't need an in game class label, or in game class description, to be able to enjoy my class. Because I can just as easily, just as effectively, open up a Word document, write down the title of my class, a description of the class, and a backstory of my character, and have it be just as effective towards my roleplay as if those features were in the game - features which, mind you, have absolutely no bearing what so ever on the actual game play. How exactly is your roleplay different because you wrote your backstory in a Word document, instead of in a box provided to you by the game? If anything, the Word document would expand the roleplay, because you wouldn't be limited in how much you could write, like you are in Morrowind. Why this "feature", or lack thereof, is a point of contention, I will never know.
Was the class naming and description of Morrowind cool? Yes.
Was I slightly disappointed that it wasn't in Oblivion? At first, yes.
Then I started writing my class descriptions and character back stories in Word documents, and I no longer missed it. I was now able to expand even deeper into my classes and back stories than ever before. I wasn't relying on the game to tell me how to roleplay, I was doing it myself.