QUOTE(Cardboard Box @ Nov 10 2013, 02:44 AM)

I'm trying to get into Skyrim, but the operative word is 'try', because Bethesda, no doubt advised by Sheogorath, decided to throw out half of the character creation system.
"Hi, I'm ___, the ____ ____. That means I'm intrinsically better with this, that, and the other from the get-go, because that was what I did before I got thrown in jail."
Fast-forward to Skyrim.
"Hi, I'm ____, the ____. I'm not especially skilled in anything, because I didn't exist before I was almost beheaded in Helgen. I'm just a one-dimensional pair of hands for some kid at a computer to drive around the countryside killing people and things."
You get my problem? (and no, the stones outside Riverwood are not enough.)
Classes provide limits and shape what you do, and when; Bethesda for some reason threw all that out the window. I'm literally struggling to connect with my character, since I have lost the mechanism by which she would have gained her drive. As it is, she's barely more than a Minecraft skin.
Does anyone know of - since Skyrim Nexus' search is © UselessCo - any good mods that bring classes back? Or failing that, any tips and tricks on developing a skill set and sticking to it?
Skyrim is like the Fallout games in they way that it does not have classes that you are locked into, or older Pen and Paper RPGs like Shadowrun or GURPs. Just like in those games though, you can still define your character by what skills you choose to concentrate upon raising, perks you take, and attributes you raise. So you can still play a fighter, an archer, a backstabbing thief, a pure-mage, a hybrid magic-using fighter, or arcane archer, and so on. It is all in how you decide to play after the game starts, rather than what you lock yourself into
before you start. If you want limits, such as your fighter cannot cast spells, then do not cast spells. If you want your mage not to be able to wear armor, then don't wear armor. I impose limitations on my characters all the time. For example my character Persephone was undead. So she could not sleep (and get the bonus for doing so), and she could not use altars of the Nine.
The really big drawback in Skyrim's approach to classless roleplaying is the way every character starts out exactly the same. In contrast Fallout gives you 3 skills to tag when you start, and attributes to assign points to. The PnP games like GURPS also give you points for things like attributes, skills, gear, etc... to assign when you start. So in those games every character is different from the get go.
But you can do it in Skyrim as well, as long as you have the game on PC and do not mind doing a few minutes extra work. Grits linked to my topic about homebrew alternate starts, which also details how you can change your stats and give yourself different starting equipment. The two are actually separate things though. You do not have to use an alternate start to customize your character at the start of the game.
For a while I was giving my new characters an extra 10 points in seven skills to simulate major skills like Oblivion had, an extra 20 points in one attribute, and finally giving them a standing stone power to begin with. But sometimes that extra 10 points jacks a starting skill up to as high as 35, which feels like a bit much. So I decided to drop it down to adding 5 points in seven skills instead. I have also considered giving each character something like 35 skill points to spread around in any way, but going no higher than 30 in any skill, after racial modifiers. The 20 point attribute bonus seems to work fine though, not too much, or too little. Likewise starting with a standing stone power does not seem unbalancing to me.
Oh, and I also give my starting characters any spell or item that seems appropriate to them. For example, Le Chevalier D'Eon is a very magical character, so she started with an Open Lock spell, Night Eye, Bound Pickaxe, and so on. Since she is a knight, she also started with a full set of Eisen Platte Armor and her trusty black sword (all modded items). OTOH my orc Durga is a straight fighter, so she started with no extra spells, a suit of banded iron armor, and an iron battleaxe.
You do not have to use mods for any of this, or batch files if you do not want to (though a batch file might be easier). All you need is the command console. You can use Player.SetAv <Skill Name> <Value> to change any skill or attribute value. Player.additem <item id> <Number> will give you any item. Player.Addspell <Standing Stone ID> will give you any standing stone power. Finding the IDs is usually as simple as using the Help <name> 4 command.