And people were wondering why I was bringing up the "born the day before you got on the wagon" argument. You're argument right here presumes that we were in fact born the day before we got on the wagon.
You may as well be, since you start at level 1.
The more you make starting skill differences important, the more your starting choices restrict what you can do in the early levels of play. While the less important the differences are, the less it means anything. Morrowind (and Oblivion once loaded with mods to fix level scaling) had big problems with this -- you had to stack almost all character creation bonuses into a select few skills, then you had to religiously use those skills in game if you didn't want to die. You had to game the game to get a good start (ie, meta-game, which is the polar opposite of role-playing).
This gives me a thought. It might be an interesting idea if the game let you start anywhere between levels 1 and 5, and let you manually allocate skill points and perks accordingly. For instance, you start at level 1 and you have no extra perks or skills to allocate, but enemies will start out weaker, while level 3 gives you 3 perks and a handful of skill points to allocate, but enemies start out stronger.
That would let players pre-plan their characters and be advantageous to use the skills they've boosted (like it was in Morrowind), and it would also let players start from scratch and find their own way without being restricted by choices made before starting (like it is now in Skyrim). A lowly farmer would start at level 1 or 2, while a "seasoned" adventurer would start at level 4 or 5... the farmer would not be that skilled in anything and could carve his own path in the world, while the adventurer may have good knowledge of weapons and armor and be expected to use those pre-existing skills to survive, and neither would be gimped.
Yet a large roleplaying effect.
What role-playing effect did it have? If the starting skill boosts change very little about how you
can play, then it's entirely psychological since it wouldn't effect how you actually play. So you decide that your character was an assassin before the start of the game, thus has an inconsequential starting boost to sneak, alchemy, one-handed, and light armor... or you decide your character was an assassin before the start of the game, thus favors using sneak, alchemy, one-handed, and light armor. What's the difference? The only real difference is in your head.
Except that I felt "freer" under the old system. I love Skyrim's use of perks to empower skills, but perk choices are much more confining (in my opinion) than class choices ever were.
I can't agree with that. The class choice is something you made before even really starting (in Oblivion it was near the end of the tutorial, but still, the game has barely started by that point). You chose a class at character creation, and were stuck with it for the rest of the game. With Skyrim's perks, you don't have to choose right away, and making a few "bad" perk choices early on isn't going to severely impact you.
And in a seeming reversal of everything, the class choice in Morrowind/Oblivion had little consequence and was ripe for abuse (ie, you could still max out everything, and it encouraged major-as-minor/under-leveling), while Skyrim adds consequence to your choices and prevents abuse (with a limited set of perks, you can only truly max out a half-dozen skills, and it doesn't let you reap the benefits of the skills without it affecting your level and the encounters you face).