Instead of Skill points, each level adds 3 CP, each skyshard adds 3 CP, each SP quest awards 3-5 CP.
Classes each receive their own trees with passives throughout, and each skill line is its own sub-tree within the skill tree.
Each active skill node branches into its morphs, (and ideally you could now unlock both morphs). You could then also add several new passive nodes to these trees, and attach them to specific active skill nodes.
The same would go for weapons, or you could re-tool warfare a little to introduce the weapons into it.
Guilds would be their own branch, or we could re-name the pre-existing 3 trees to be cover a wider net
Craft -> Adventure: Most of the nodes remain the same but Legerdemain, thieves guild, psijic are put into here. Any lines that focus on adventurous gameplay.
Warfare -> Warfare: Same deal, but gains fighter's guild, Undaunted, Assault, others I'm probably forgetting
Fitness -> Mastery: Things that focus specifically on personal growth, like the mages guild, support, werewolf / vampire, etc.
1 Skillpoint would equal 3-5 CP.
Every 10 levels starting at level 10 you gain 1 node slot. So at level 50 each tree would have 5 node slots. Your guild lines wouldn't mold to this so closely, or, each line that is currently a skill line would gain 3-5 of their own slottables.
This restriction would come with the perk that you could slot both morphs of an ability, if that was required.
Otherwise, you would just use your front / back bar as normal.
You could track skill line levels in the CP menu, and as your skill line got closer to 50, you would unlock more nodes.
I think for anything that requires a skill line level would be entirely vertical progression, in that you didn't need to unlock previous skills to use latter ones. (Exactly as the system functions now).
Major bonuses
1.) Fits all progression into a single system. Once you learn how CP works, you fully understand how to progress your character.
2.) Allows you to create tons of options per skill line. You can now add specific passives to specific skills, you can also institute progression trees in skill lines that don't currently follow that model.
3.) Streamlines balance. Any significant changes after this one would be significantly easier to implement.
4.) Returns to Skyrim format, which will quickly familiarize Those that love skyrim.
5.) Allows you to intermingle different skill lines. You can now have crossover "Armor" skills that attach to all 3 types. You can now add Blade (1h/2h sword), Blunt(Mace, Maul), Edged(1h/2h axe), Piercing(Bow, Dagger) weapon types each with their own passive bonuses that then augment the weapon skill lines.
Edited by Ceejengine on March 14, 2021 5:30PM