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This version is a lot better some what.
But it surprises me that there is someone that really had trouble with this game in default difficulty, usually the opposite is true...
Might try this myself. Thanks for the idea.
Breton. Conjuration, alteration and restoration (with occasional mysticism and illusion), ignore the rest. You can go full necromancer using only undead minions in this order as you scale: skeleton, headless zombie, faded wraith, gloom wraith. Currently Replete Shambles from the Shivering Isles is bugged, but once it gets fixed go for that as your go-to spell. Otherwise go with daedra for your standard demonologist experience.
You want to buff your summons for extra hilarity: shield spells (alteration), speed, attribute bonuses (restoration). This allows you to boost your minions with appropriate buffs and resistances depending on the encounter. Illusion will help you cast invisibility, allowing you to easily survey your minions without kiting and running around, and mysticism is mostly necromancer rp flavor with detect life and soul trap to fill black soul gems.
-The sharpshooter
Bosmer. Marksman, alchemy, sneak and illusion. Mostly cheesy, you rely on poisons to do most of the work. Argonians and undead will force you to use more arrows and invisibility. I avoid chameleon because it's too easy and playing 3rd person isn't nice with it.
-The assassin
Any race. Sneak, blade, illusion and alchemy. Alchemy is optional and mostly for flavor. It's a bit cheesy as well but you enter combat, go invisible with illusion, go behind an enemy, cast a long paralyze spell and repeatedly sneak attack with a dagger for x8 damage hits. Especially useful with rage spells for the dark brotherhood questline with difficult public targets. Allows you also to use high charm custom spells to make guards ignore assault bounties (some targets will inevitably make you incur in a 40ish gold bounty).
-The dark mage
Any Race. Mono-Restoration ("restoration is a perfectly valid school of magic").
Melee, can use robes of armor, depending on what you like. Big self buffs, big heals, big touch absorb health spells. Scales well since you don't really level up anything else. Can be mana intensive, but stick to the mage sign.
And another one that uses spells to kill by proxy while leaning back.
Choose which you want or mix them (because not everything might be doable completely pacifistic)
This version is the exact same in that regard. You were either unlucky in the older version and didn't have your tier of gear or you leveled a bunch of non combat skills
I've also seen some mods at Nexus that add survival mechanics to the game like hunger, thirst, and sleep. It's only logical since the NPCs are programmed to eat and sleep at certain times of day.
If you really struggle:
Birthsign: Mage if you want to be a spellcaster / use spells later (for example hybrid), otherwise Lord
Race: Breton if you want to be a spellcaster otherwise anything except High Elf.
Skills (for non Spell Caster):
1. Blunt or Blade (not both!)
2. Heavy Armor
3. Block
4. Armorer
5. - 7. whatever you seem fit, Restoration can be helpful, Alteration is strong early on (Shields), Illusion is strong in endgame, a ranged option like Marksman or Destruction could be of use, Summoning is helpful (especially on higher difficulty).
For spellcasters:
1. You can remove the Blunt / Blade and Marksman and rely completely on Spells. But you should do the Mages Guild quest early on and unlock the spell crafting table and then create damage spells with damage (maybe multiple portions) + weakness to spells and / or elements. Use weapons until the unlock without takeing them as main skill.
2. If you want maximum Spell Effectiveness enchance cloths with Shield (Mages Guild, later Sigil Stones with Elemental Shields). In that case dont take a Armor skill but use Armor until you unlock enchancement in the mages guild.
3. You can ditch Armorer if you dont use any weapons or armors, leave it, if you use at least one of both.
4. Block should stay, you can even block with a dagger, even not as effective as with a Shield.
5. Fill the rest primarily with Spells schools.
Dont take:
1. A second Melee Skill (Blunt or Blade or Destruction for Touch Spells)
2. Marksman if you choose Destruction
3. Light Armor, the protection will be pretty low early to mid game until endgame and at endgame Heavy Armor will gain the same benefits as Light but still be superior because of higher Durabilty.
4. Hand to Hand, overall useless skill
5. Athletics, its usefull but will level good enough even if you dont take it and you might level to quick without actually leveling your main combat skills.
6. Acrobatics, same as Athletics.
7. Security, might level to quick and is of no combat value and kind of gets obsolete later on, while it can on demand be quick leveled. One of the worst skills to take.
8. Mercantile, it gives you to little and especially nothing for combat plus you will level it all the time as minor skill already.
9. Speechcraft, useless. If you use it, it levels already quick enough if you dont its of no use. Can lead to too quick leveling and can mater on even be completely replaced by illusion.
9. Alchemy, great skill! Very powerful in combat and the best / quickest way to make a lot of money (even if you have nothing in mercantile or speechcraft). But it levels way to quick as major skill and maybe even as minor skill so that you might end up with an underpowered character mid game. Use it, dont make it a major skill!
Attributes:
1. Endurance helps a lot with Survivability (on Casters and even more so on Melee), great for everyone, boost as much as you need it and max it in the long run.
2. Strength for all Weapons except Daggers or Bows. Usually main stat for Melee, useless for Spellcasters (except carry weight) and for those using Daggers or Bows.
3. Agility, primarily for Daggers and Bows, boost anything else first if you dont use those weapons.
4. Willpower, great for everyone (helps with stamina and magicka restoration), main attribute for Casters, secondary (keep it high and max it out later) for Melee
5. Intelligence, secondary stat for Spell Casters, max it out as soon as you can.
6. Speed, boost it only if you have maxed out any other of your main and secondary stats.
7. Personality, primarily useless, boost it after you have maxed out anything else.
8. Luck, useless in the long run and very little effect for to high cost early on. Boost it after you have maxed out anything else.