some really good points here, the conjure thing i still stand by. If i were to conjure a wolf x1000 then why wouldnt I have the knowledge to conjure a spider? or a atronach? its learning by doing which is how master of the art would have gained knowledge in the first place. You would still be able to learn via master or books, which would be faster, than a slow skill gaining. its just more pratical than absolutly having to rely on others.bethesda messed up on how perks should be obtainable, my version of a perk tree would have requirements based on skill like having to have 90 skill to even touch the mid lvl tree. OB gave a perk like ability ever i forget like 25 skill?, with a tree it means you can define a char based off of skill, so like choosing mastery in lightning or frost is an example. Done right the tree can achiev more options for more classes and define a players playstyle than having everything planned out for you.
Actually you make a good point about the possibility to specialize in frost magic for example. But for this, perks need only to give you a boost in frost magic, not
provide you the frost magic spells themselves, IMO. Once again, for me it makes no sense that the knowledge just pops in your mind on how to cast a new spell. Too many action-RPG games already use this mechanic and I like how TES is different and more immersive/logical in the historical fantasy way that you learn knowledge/spells from mystical tomes and elder masters of magic, instead of you "ding" your level and receive the ability just like that. This is not RPG-like, this is action-game-like. This would be like Diablo, WoW... most hack'n'slash and action-RPG. We have already tons of them. Plus, you can always RP your mage like an ice-specialist and only buy/use frost spells. In games like WoW or Diablo, you have those skill/perks trees and that's it, you can't get our of it. It is more limited possibilities, but decent enough to give enough variety for an action-rpg like wow, where you also have other aspects like social interactions and RAIDS and pvp and gear hunting etc... Diablo is the same way : simplified mecanics but lots of gear hunting and multi possibilities. TES series were never big in gear hunting, multiplayer or social interactions... they were more about completely customizable character experience, with way more possibilities than Wow or diablo, huge world to roam how you wish, make your own spells, you own class, you own potions etc...
im actually a hardcoe player in terms of difficulty, PvP or diving into the core of games, whether its story or gameplay. The attributes represent a system trying to mimic real world applications towards the character. Which i dont mind, the actual atributes for the player are fine, i prefer a system where str defines how you hold a heavy weap or intel effects the spell being successfully casted. I do miss that. What i am against is spells or potions that decrease attributes like drain/damage/absorb/restore x attribute, they just never felt defined for me. things like fortify x skill or disentegrate x, paralyze, disarm just seem more pratical use for realsim, but thats a point that each side can argue to death.
Why isn't it possible to have both in ? What I mean is that to have disarm (base on your agility attribute for example ?

), you don't need to let go of the potion or spell that will damage the agility of your foe, because it can give more tactical options, and you don't have to use them anyway. I, like you wrote, miss the attribute based possibilities/success chances too. Yes it is different from most nowadays action-RPGs, but that doesn't mean its bad. It is a bit nerdy, but that's why it's good, and feels a bit closer to reality, thus bringing a bit more immersion or logic, in a way.
not entirely true. while playing D&D every fri, i always notice how the spreadsheet is made to mimic the real world to work without visual representation. using imagination you create a mental image of what a char at lvl 1 would be compared to a lvl 30 char, for example Strength. At lvl 1 you'd think of a tiny guy who would not be able to hold large weapons, or hit hard enough with light weapons. As he levels he gains more points into STR, SPD he then mentally looks like he would knock your face in with a heavy weap or move a light weapon fast with finesse. In video games you are actually givin the picture to see, which sets a 3rd dimention to the spreadsheet allowing some things to fade into the visual and less into the number crunch. a good example is stealth gameplay in skyrim. in D&D to move silently basically you have to outroll the opponents listen its a 50/50 chance you'll get caught, With a visual added, like in skyrim. if you move silently behind a guy wearing cloth slippers you wont get detected, giving a real world scenario like feel. That is why i mentioned those games, because they focus more of the visual representation and execution of skills resulting in the players knowledge to use these skills in real time, than relying accuracy in numbers to give a chance at doing somthing. I could go on but i dont think people want to read an essay of my theories abut the two
I understand what you mean, but for many things, you can mix both worlds. I just don't want that everything is focused on the visual, and drop the "spreadsheet" legacy because for me the spreadsheet was a nice, logical and more accurate model of the real world, which helps to get into the RPG. Just like first person view helps a bit more that third person view.
I love to play some action games based on visual and hand skill (with the controller or keyboard/mouse, I mean), and I love RPGs where hand skill is insignificant compared to the actual numbers and stats defining your character. And the visuals can be tied to the stats, just like you said in your example from j-rpgs.
I wont deny im a console player, the only true PC game ive played is WoW for 5 1/2 years on one char competitively in PvP before quitting last year. My reason for mentioning J-RPGs as "True" RPGs is because they represent what the spreadsheet is doing visually. An example is FF1 though it may simplify and remove alot of the actual table top RPG features like listen, move silently, spot etc. It still mimics what that table top RPG is trying to create visually. Like towns for example During my experiences with D&D a town was a drawn picture with locationsa description and features in the town like smith, potion shops, etc and we just chose were to go. using FF1 as an example your doing the same thing except it shows you via char where your going...simple, for battles in D&D they are not real time, its turn by turn determined from dice rolls. FF1 determines from this aswell with a hidden dice mechanic using things like haste or SPD increases to make your initiative increase still using the turn by turn method. In D&D dice rolls also determine hit or miss and dmg, this again is Done in FF1 with hidden dice rolls based on char stats.
so as said it gives simple representation visually to a table top like experience which is why i name those kinds of RPGs "true" it may not be true as in direct conversion from spreadsheet to visual. even TES is not a direct conversion. This also adds to the above examples for the games i mentioned. i would love to go on about RPGs and differences and examples and comparisons and such, but i wont. Your post is valid that it questions my judgement and i gave my answers, In the end it all comes down to personal preference. Thanks for an actual helpfull post ~ cheers
Then you should try Baldur's Gate series on PC, because this is the real D&D based visual RPG reference that is the norm among PC rpg players, usually. Or the like (Planescape torment, icewind dale), or the dungeon crawlers like ultima underground, etc... Though I see your point with J-RPG, it is a very specific type of RPG and for me at least, it is not the best translation of a tabletop game on screen, although you're right to say it is still a good one in a way.
I also played WoW, but WoW is not really a RPG. WoW is more an action-RPG (and massively multi at that). I was a Rogue PVP almost exclusive but left the game because of Burning Crusade and how it felt like they were forcing me to buy it, especially with the bettlegrounds. But that's OT.
Anyway, thanks for the discussion. I think that while we both played tabletop RPGs, I was more playing oldschool occidental RPGs on PC, while you were more playing oldschool J-RPGs on the console. While I played some as well (FF6, FF7, Grandia, and a few more I don't remember well, as well as tactical-RPGs), I always found that the occidental ones like Baldur's gate were closer to the tabletop experience for me. But then again that might be because of the background rather than the mechanics...