GhanBuriGhan said:
...It's really only a problem for a certain type of gamer that feels the need to play the system, which for me is a non-RPGish way to play a RPG. But to each his own.
In my opinion, doing the best for my character is not "playing the system", but is rather role-playing according to the way the game world works.
Roleplaying in the Morrowind world is not doing what my character would do in a generic fantasy setting.
Roleplaying in the Morrowind world is acting as my character would
in that world.
If, for instance, my character finds it more effective for his development to train / use certain skill combinations (since his attributes then rise faster), then that is what he would do. In the Morrowind world, skill training focused on two or three attributes is more effective. Characters would learn this over time, and the more pragmatic ones would take advantage of it.
Similarly, raising only major / minor skills doesn't lead to as much attribute gain as training misc skills alongside them. Character's would learn this, and adapt to it.
Not adapting to these facts means that you are not roleplaying according to Morrowind's world - you are roleplaying according to generic rules, which may or may not apply to the world you're in. That doesn't make much sense to me (though it might well be more fun).
To me, saying you shouldn't adapt to the system is as silly as saying you shouldn't pick up a really powerful sword in the first room. I could say that according to generic fantasy roleplaying conventions, the uber sword should not be in the first room. Therefore picking up the sword is "playing the system", since in most roleplaying settings you wouldn't get it.
I view the mechanics for character progression in the same light - these rules form the reality of the game world. Ignoring them for a better experience makes no more sense than ignoring an uber sword in the first room for a better experience. Will you enjoy the game more if you ignore any odd rules, and leave the uber sword? Sure - I completely agree. However, putting the uber sword in the first room is bad design. Similarly, constructing the rules of the game world in such a way that the player
must ignore them to enjoy playing is bad design. [it's preferable that the player
can ignore them, of course.]
Roleplaying in Morrowind means doing as your character would in that world. Your character would pick up the powerful sword, and your character (if pragmatic and not stupid) would adapt training and use of skills so that he made the most progress.
If you don't play this way you'll have more fun, but you won't be roleplaying according to Morrowind's world.
I agree that the player shouldn't ideally be considering his stats most of the time, any more than he should be considering the impact of his actions on game balance. To avoid this for all players is not too hard though. The system just needs to be well designed. You can have fun playing Morrowind with the current system
by ignoring it. That doesn't make it a good, or even passable system - it means that you don't need a good progression system to enjoy the game. A well designed system would change things little for you - since you can just as well ignore that -, but would help enormously for those who couldn't ignore the Morrowind system. There's no real downside.
I can sum up the only really necessary change to the current system in one sentence:
Remove order dependence from skill and attribute gain.
It's hardly a complicated idea, but it does mean redoing the current system. The current system sucks. Your view basically amounts to "Why does it matter that it sucks? You can ignore it.". That is fine for you, but I can't ignore it - not without a distracting amount of conscious effort. Therefore it does matter that it sucks. I'd like to see a system that doesn't. It seems TES V might be the earliest oppotunity.
Until then, I'll just have to mod it. Again.