Combat in Morrowind was like this. Landing a sword hit and dealing out damage was only dependent on your characters' skills in the weapon used. That is why you could swing away with a sword in Morrowind at low levels and barely land any hits. They tried to do this with a hit box in this game. However, what I am talking about is the minigame removes any and all needs to work on a lockpicking skill if the player can overcome the character's limitations. That is not Role Playing.
themagician- when you say that the scroll series has never been like that you are completely wrong. most of morrowind, including, combat, spell casting, lockpicking, etc. was completely based on character skill.
That's not true. Every ES game has been a hybrid system. The ES series has never been a 'pure' turn-based system, which is the only system that would satisfy your requirements for basing success exclusively on statistics. All the ES games have depended to a certain degree on the player's ability to hit a target and avoid being hit (ie.hand eye coordination = action game). If you doubt it, go play Arena. You have to be able to swing a sword
as a player to hit anything. (Incidentally, I'd love to have stuff like spell failure chance based on your skill/level back. I love that mechanic.)
I don't think people are getting the point I'm trying to make, which is that the lockpicking mini-game is essentially the same as real-time combat only in an immature stage of development. I don't think RT combat is interfering with too many player's enjoyment of the RP aspects of the game. If they buffed up the lockpicking mini-game so that it was much more challenging and diverse and promoted skill/perk investment I can't see how it could do anything but improve the game
as a role-playing game. People don't like the mechanic as it is and say it's 'not real RPG' simply because it's underdeveloped. Well, 'real RPGs' can include immersive elements as well, like RT combat and RT lockpicking.