Well, I was more using the field as a line with the yard marker simply an arrow pointing to where the CC system was. Think of sliders. I feel that Skyrim could have left more of the classic TES CC system in the game(and still brought in the perks system they do have) to create a system that folks like you could get behind(because it would moved away from the horrors of Oblivion yet stayed close to the roots of classic TES CC). To me, that is evolution. Not scrapping the whole thing and coming up with something entirely new using terminology from the old way.
(using another football anology from the 20 yard like after a touchback), it goes like a 10 yard sack followed by a 90 yard TD. For others it goes like a 10 yard sack, fumble, def TD, but then you got a 50 yard kick off return. End result you are at midfield(which is a good way to start a drive and 30 yards further upfield before the sack) but you still gave up a TD.
Well whatever anology you use, I still feel that Skyrim did it right, and improved off of Morrowind and Oblivion.
And I wasn't turned off by Oblivion's system. Save for the level scaling, which did svck, I really don't inherently have a problem with pre-determined classes (as long as I can determine my own class, and not be forced to play classes within limiting boxes that remove choice), same as I don't inherently have a problem with Attributes.
I feel that Skyrim's system is an improvement over "classes" and "attributes", however, because I feel that all of that stuff is arbitrary, and completely unnecessary to the roleplay experience.
I look at roleplaying from the perspective of a writer, or an actor - both avenues that I partake in in my real life. Writing a story, or acting the role of a character has nothing to do with "attributes", and everything to do with determining the characteristics of a character, determining objectives, goals, and motivations, and using those qualities to react to the circumstances and conflicts of the story as the character would. I, Nell2ThaIzzay, no longer matter in the decision process, it is Thadious, the character, who counts.
Yes, when I am portraying a character in a play, I -pull- from myself and infuse that into the character, just like with Skyrim (or any other RPG), I pull from what it is I want to accomplish in the game, and infuse that into my avatar. But ultimately, it is the character. I'm just the one presenting the character.
With that mindset, I don't need an attribute to tell me that Thadious is strong. I can -see- that he is strong when he is defeating his enemies and leaving them in piles of bloodied flesh. I don't need an attribute to tell me that Thadious is intelligent. I can -see- that he is intelligent when he is using his brain to figure out how to overcome obstacles, and using his environment, and his talents, to his advantage. I don't need a "fame / infamy" score to tell me that Thadious is a good person. I can -see- that he is a good person when he does good deeds for others, and doesn't engage in criminal or immoral activities.
Are attributes and morality scores a nice element in RPG's? Sure. But they aren't necessary. Not in the slightest. The fact that Skyrim doesn't have it, doesn't change my roleplay one iota from games that do have it. In fact, sometimes those games that do have it limit me even further, because then choice in the game is limited to whatever possibilities the game needs to script to those scores, instead of just giving me free reign to go and do whatever I need to do for my character.
Where I feel that Skyrim is an improvement is the fact that the perks system has opened up skills greatly. Instead of being just generic 1-100 grinds, where in the end, all characters who specialize in certain skills end up all the same, perks open up each skill into different specializations that allow even 2 100 Conjuration characters to be completely different, as one may specialize in Atronach summoning while the other specializes in Necromancy and undead reanimation. 2 totally different playstyles covered by 1 skill. Or One-Handed allows for Dual Wield specialization, along with specializations in Blades, Blunts, and Axes, or Sneak allows for assassin style stealth specializations, versus dungeon crawling, getting the drop on your targets undetected specialization.
Even with fewer skills, I feel there are more options for me to customize my character with in Skyrim, and the limited number of perks means I have to -think- about what I want my character to be, because I'm limited in what I can specialize in, unlike Morrowind or Oblivion, where if I selected a wrong Major skill, well, no worries, I just train it and level it all the way up anyways, because there is nothing limiting you from mastering skills outside of your own class, meaning all characters eventually follow the path of "Jack of all trades, Master of all".
I love Morrowind and Oblivion for allowing you to mix and max skills any way you see fit, and even for being able to do things outside of your chosen class, but I disliked them for removing any element of character uniqueness by leading down the path of mastering each and every skill and attribute in the game. Skyrim removes the latter element by forcing specialization in limited skills via perks, so that even if you do level every single skill to 100, you're still only master of a select few.
One-a-day.
Not a significant difference.
Being able to go Beserk once-a-day =/= being different from all other races because you get bonus Health simply because you are an Orc.
Why is a once a day power not significant?
I find them to be very significant, and a choice I should take into consideration when creating a character. Once a day powers have gotten me out of quite a few pickles that I wouldn't have gotten out of if I played a different race. It all adds to the strategy of the character you are playing. When used strategically, once a day powers can be very beneficial.