Because it entirely possible to break quests simply by using it, scripted action failed to trigger properly, NPC's did not act or re-act as they should have, and due to the fact that the spell could be placed on ONE piece of clothing and make you invisible totally ruined the point of the invisibility spell. It is very easy to simply add chameleon to your character in Oblivion and complete the game with minimal combat and with practically no interaction with the game world. The developers decided that it was a spell effect that should be dropped entirely so that Invisibility was correctly balanced.
Sorry to much Ad&d making me think of the "feather fall" spell. You can use potions of strength to increase your carry weight at any time.
There is no need for a seperate spell, as redundancy in an RPG game is rather pointless as it makes core skills worthless. Whats the point of having a lock-picking skill that requires player skill and leveling to be effective when you can simply cast a spell and have it do it all the hard work? There isnt one, so thats why open locks spell was dropped in favour of a standing stone effect.
This is such nonsense.
-No its not. Its hardly an effort to design things so as spells do not break scripted events. They did so in Morrowind and Oblivion.
Youre assuming the spell is inserted into a game not designed for it, whereas the point is to design the game to encompass the spell.
-A potion is not a spell.
-Redundany is the opposite of pointless in an RPG. Its pointless in halo. This is not an FPS. In an RPG people assume roles.
The more roles the game allows the better. The more completely seperate ways there are to achieve a single goal, the better.
A thief picks a lock, a warrior bashes it and a mage uses a spell.
This is just about the core thing of RPG's.
Not to mention that 'redundancy' increases replay value as it allows wholly differing playstyles.
"Making core skills worthless" is an mmo mentality that has no place in any single player game, and least of all an RPG.