Ravenwing wrote:I agree with the idea of cost scaling rather than simple increases in fatigue. Correct me if I'm not reading this correctly, but you are saying fix fatigue to %100 and skill use is a percentage decrease that scales with attributes and skills? And health would work in a similar way?
Short answer: basically, yes.
Long answer:
little recap; in Morrowind there are three levels of competence: "Luck" is your ability of doing anything, don't think too much about the literal meaning imagine it means factotum, "Abilities" it's a bit more specialized but it still represents your ability of doing a fairly wide area of things (Endurance, for example, is your ability of doing anything tiring for a long time), "Skill" is the most specialized set of abilities (Security, for example, is the ability of opening locks, disarm traps or fake sigils, it's fairly specific).
Every action you do in the game is essentially a weighted sum: Luck + Relevant Ability + Relevant Skill. This already gives a lot of flexibility that in my opinion is not used enough. Fixing health/fatigue and scale the costs would be a nice solution because it would allow to represent a lot of different characters, even merging Fatigue and Magika.
Examples include a warriors that are nigh-invulnerable when in full armor, but significantly weaker without it because from Luck + Endurance + Heavy Armor their defense would become Luck + Speed + Unarmored that in our example would be much lower, so every attack (that hit) would hurt much more.
Similarly it would allow to represent fragile wizards (because Luck + Willpower + Destruction/Alteration is very high), but since the physical stats are low they'd fall down with a little run, this because spells will cost little Fatigue, physical action will cost a lot of it.
Of course, while I think it'd work very well it pretty much impossible to do because it'd mean to remake every NPC in the game according to this new rules.