Skills of the Adventurer (combat skills, from where your combat skill would be derived. The part of the world that scales would only respond to increases made within this category. Quest rewards would respond to any of the categories. (as not all quests would require combat, but that shouldn't mean those quests can't give proper rewards just because combat level is low))
- Weapon Skills
- Armor Skills
- Magic skills
- Shield use (both offensive and defensive)
- Rogue skills (things like dodge, parry, etc)
- Horse Fighting (would encompass all combat types from horseback)
- Smithing (which would encompass all weapon and armor crafting of all types)
- Weaving (For clothing)
- Alchemy
- Enchanting
- Fishing
- Cooking
- Athletics and Acrobatics (These two may or may not be combined with Dodging)
- Climbing
- Woodcutting
- Horse Riding
- Etc
- Speechcraft
- Mercantile
- Tactics
- Leadership (would basically be tied to an overhauled companions system, where leadership would directly influence how you interact with companions, what you can command them to do, etc)
- etc.
- Thu'um (the Obvious one)
- God related skills that grant specific abilities based on the gods that grant you these powers. Talos' Skill would be based around combat and warfare, Hermaeus Mora for magic, Mephala and Namira for assassins and thieves respectively, Zenithar for crafting etc etc.
I would imagine class creation to have a base menu where you can name it, create a description, pick your main specializations (from each of the categories besides legendary. Combat, Magic, Stealth for adventurer. Crafting, Work (for lack of a better term. For stuff like cooking, fishing, etc), Fitnes, for Citizen. Warfare, Speech (again, for lack of a better term), etc for State.) and you could then select your class skills, which would be central skill, majors, minors, misc. Which could all be mixed and matched as you see fit. Your attribute bonuses would be generated according to the skills you took.
For example, lets create a male Nord Knight using numbers from Morrowind as a base. (Some skills are just made up on the spot)
Nord
Agility 30
Intelligence 30
Endurance 50
Luck 50 (I bumped it to 50 because balance should dictate that I think unless you pick a birthsign that says otherwise)
Personality 30
Strength 50
Speed 40
Willpower 40
Specializations:
Combat
Work
Warfare
Central Skill: Longsword
Majors:
Heavy Armor
Heavy Shield
Tactics
Horse Riding
Horse Combat
Minors
Athletics
Enchanting
Speechcraft
Mercantile
Smithing
So with that class picked and a birthsign of the Lady (Personalty +25, Endurance +25), we would end up with the following stats (note that these are just mostly just arbitrary numbers. The real thing would have a real formula that would do it properly):
Health 150
Magicka 75
Stamina 200
Strength 75
Endurance 75
Speed 45
Intelligence 40
Willpower 45
Personality 65
Agility 30
Luck 50
Combat Level: 8
From here you could also pick character traits such as favored gods, political alignments, etc. Or leave these options blank and let them grow over time
Now obviously those numbers seem rather high for something claiming to be balanced (even despite the fact that I made those numbers up) and the automatically assigned character level, but this system would be coupled with my solution of combining GCD-like leveling with a removal of skill, attribute, and level caps, so in truth it wouldn't be unbalanced at all, and with proper scaling where appropriate most of the world would adjust to your characters beginning level, and XP rates would properly scaled as you get to higher and higher points of power.
This class system wouldn't be permanent however, as there would be not only be an option to deny a class altogether (where your combat level, attributes, etc would be derived from all skills. This option would be slower to level than a by using a class, but would give complete control over how you level (for those that like that) and would eventually come out to an even end-game regardless if the same sorts of characters were created, just sans class. Perhaps this option could result in more power. Or not.) but also the option to freely change a class (with penalties to xp rates for a short time, and cost in gold) or abandon one at any time.
And of course to make this even further viable as a system, one would need to see attributes fleshed out more so that they influence the world and in order to encourage class use NPC responses would have to be overhauled to respond to character traits if only in a subtle way that would be beneficial and balanced. Increased and/or decreased dispositions would be basic (and as such, increased or decreased rewards), Hostility a bit more complex, Worldly events (assassin or mercenary attacks with greater reason behind them, etc) in the advanced.
Another idea I had was for dynamically random spawns (bad name is bad) for mobs that actually takes scaling out of the question entirely and makes the best compromise between a static world and a randomly generated one. Every area you go into will have a random chance of spawning different types of mobs, at different levels with every reentry to that area. So in this way one could enter a cave and all you'd find is rats. You could come back a week later after killing them, and bandits have moved in. Clear them out, trolls have made a nest. Slay them, a dragon moves in. And so on forever. And the best part about this system is that if you enter an area and find yourself overwhelmed by that enemy (like say, you run into a den of Giants at level 1) then you could leave and come back to face down the enemy that scared you away when you're more powerful. And there would of course be the option to make static areas/dungeons so that quests are supported as well as for providing specific High level areas and specific low level areas for players to complete. Bleak Falls Barrow would be an example of a static, low-level dungeon. Skuldafn would be an example of a static high-level dungeon.
Random mob levels could be as low to the point that they're basically butterflies for all the challenge they provide to the point that you'd end up fighting essential demigods. The only scaling is that the random chance would be influenced by your combat level so that you don't run into demigods very much if you're not at least semi-capable at being able to face them, but that so you also don't keep finding rat dungeons when you've reached essential demigod status yourself.
Balance in this system is had by the sheer fact that there is no guarantee that your uber-smithed-enchanted Daedric Sword of PWN will actually help you out. Now that isn't to say that things like smithing and enchanting wouldn't still need balance fixes but it does lessen the effects of such systems from being grotesquely overpowered compared to what you could face.

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