GhanBuriGhan said:
This is something that should be moved to the players skill -although some sensing scheme would MAYBE be nice: Just a skill dependent message: Low level security: "A trap is near". Medium level security "A spear trap is ahead". high level: "A spear trap is 50 feet to the northeast, the trigger is a tripwire". But the disarming I'd rather handle myself.
Well, you know Oblivion is not going to have some nicely worked out analog to disarming traps in "real life", so of course having the disarming character-skill based is the next best thing.
Not all traps have to be kinetic-based traps either (big thrusting spike, rolling ball) but could be quite subtle - such as a poison pin on the chest haft. If there is no trap detection/removal then this more subtle type of trap falls by the wayside.
Really, I don't see the design choice as being pro-rpg. Maybe I'm old-fashioned.
Combining the two trap modes (kinetic
and char skill based) would have been the ultimate win-win.
As for some of the skills themselves, just some observations:
Armorer:
Why is this endurance based? What has endurance got to do with your ability to fix or craft armour. Huh!?
Athletics:
Okay, this is speed limited/based. Makes sense for the part of it that says "run and swim faster", but IMHO not for the bit that says "regenerate lost fatigue faster". Your ability to regen fatigue should surely be endurance based. I was plenty fast when I was younger, but I had slower colleagues who were generally fitter and recovered from exercise quicker than me.
Block:
Endurance based/limited. My effectiveness at blocking should have more to do with (i.e. limited by) a combination of dexterity and strength, I reckon. Perhaps your ability to sustain blocking over long periods would be endurance based, but really, that would apply to any exercise and I doubt all physical skills will be endurance limited.
(Admittedly, this last one is more picky than the other two).
I guess the above issues (barring the "armorer" one) come under issues involved with blending multiple skills into one.