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Other choices, still in the vein of the old Oblivion classes, are being a Sorcerer (a mage who uses heavy armor but otherwise is only magical), or a Battlemage (a mage who also is good with a sword but nothing else and wears no armor, something like Gandalf). It is the Spellsword who disperses his efforts too much trying to be a mage AND a warrior and investing perks in magic, armor, weapons, block, etc. I think this class wasn't a good choice in Oblivion either.
Supposedly, Skyrim did away with the imperfect leveling problem of its predecessors, however it is still quite possible to get a weak character if you level up by the wrong skills, for example a mage doing smithing or a thief doing too many enchantments. Or my Spellsword.
The more generalised you make your character, the weaker they become.
Unless you are playing a static world mod like Requiem or YASH2 then the opposite is true for skills, but you still need to focus your perks if making a strong character is important.
Quests, cleaning dungeons and stuff like that give you experience and all skills are capped depending on your level. That means you can level pretty much all the skills without leveling too much. Difficulty scales better.
Edit: Here it is https://www.nexusmods.com/skyrimspecialedition/mods/17751
like for example, sometimes im a spellsaber (i prefer the term spellsaber because it just sounds better) who uses a sword/axe/mace with the combination of either fire magic or healing magic, sometimes im a 2 handed user with this super good greatsword that i downloaded from a mod, sometimes i use a dwarven rifle that i also got from a mod that pretty much works the same as a crossbow but with different ammo types for different tiers of enemies. and wenever i do a theives guild or dark brotherhood quest i use a dagger and an invisibility spell of some sort.
and besides, you can just give all that class crap to your follower.
The fact that guilds exist would seem to also suggest that one can be a "mage","thief", "assassin" or "warrior", although in the end you will probably end up being the master of all the guilds. This was similar in Oblivion, however I think I remember that in Morrowind you couldn't be in all the guilds, some were mutually exclusive, which makes sense for a roleplaying-oriented game. There was a certain mystique in choosing and following one class.
what?? is that sarcasm?
am i confused or are we playing different games?? because skyrim obviously does allow multiple saves, and if you don't use multiple saves you should always always have atleast 3-5 saves for each character in case either you make a mistake, someone important dies and you don't notice, or the game glitches.
as for the actual topic i very much like not being locked into a class..
yes often i start a new character with a theory of what i want to do, being something like a specific class.. but i don't always stick to it, in fact i think i rarely do.
my latest character i started after i added complete alchemy and cooking overhaul back into my game, so logically i wanted to be using alchemy.. a poison using sword and shield somewhat stealthy (so i can reverse pickpocket poisons) kind of character..
yet somehow (mainly based on the random item drops) i've been going more and more magic based with this character. last time i played i was planning to be a spellcaster, and ended up an archer somehow.
When I make a character I like to make a character sheet. I write out three to five major skills, like Morrowind has; these are the skills I plan to use the most and to get perks in almost exclusively. Then I add three to five minor skills, skills that I will use occasionally but not get perks in until I'm out of major perks to take.
However, I then set criteria for "unlocking" more minor skills, in case I want the character to use those skills. An example would be visiting Angi's Camp to unlock archery. That way my character can still branch out later.
Funny you should mention the guilds, since the Companions is such a soft introduction that I frequently forget it's supposed to be a fighter guild.
The problem is gaining levels by doing too much smithing, enchanting, alchemy, sneaking, talking, and other "useless" stuff. Not useless in itself but in excess it makes your character "broach" and gain levels while his effective combat (either magic or weapon) skills are still too low, and they will have to confront tougher high-level monsters. Some can't be avoided; speech goes up when you sell stuff (essential), and lockpicking, unless you don't open any locks which doesn't seem like a good idea. Another source of unwanted skill levelups can be books. If you really want to avoid unexpected leveling it would be advisable to avoid reading those from skills you don't want right now.