Until you can defeat the daedra. Then the guards will have an easier time than you. That's not overblown, that's the way it is.Solik said:This is consistently overblown. Guards regularly die to daedra that I can defeat.
As for your second reply, you again point out many poorly implemented ways of providing character growth, and then proceed to condemn the entire concept. I agree that power-growth of what, 100x ? or more is common in previous games because they want to exaggerate the feeling of rewards for improvement. Hell, the only real reason Oblivion has "levels" at all is to give the player more food pellets. The skills are all that's really needed, and I'm all for more subtle and realistic character growth. But whatever growth exists should be (once again...) MEANINGFUL, not just keep you treading water against more difficult bad guys.
This is going the way of defining role playing games, and I'll offer no such definition. What I will offer, though, is that one component of role-playing games is being able to mold and change the character (i.e. character growth). Much like in movies or novels, if nothing about the protaganist changes, it's empty and flat. In video games, if there are changes, but compared to the gameworld they don't really matter, it's empty and flat (the curse of MMOs). Worse, if the growth causes the gameworld to be a fucking joke (as is the case with Oblivion), it's a detriment to the game. Growth doesn't have to be in terms of fighting power, but in CRPGs, fighting is by far the most prevalent game mechanic.
You (and even I) can enjoy many games that don't have character growth. The reason I mentioned SF2 specifically is because I loved that game. But they aren't role-playing games, they weren't hyped as such, and we're not discussing them at a website devoted to "putting the role back in RPGs"!