That's why I propose a radical change to the way RPGs and games in general have dealt with hits and damage. I think "Health Points" needs to be dropped in favor of something like "Fate Points." Every single attack in the game should miss until the enemy's FP hits zero, then hits land and do realistic damage based on armor, location, etc. A real miss wouldn't have an effect on FP, but a "hit," while still animated as a miss, would lower their fate. Once they're FP zero they're "doomed" then it's hits and gore and mortality, etc. Health might still exist, because perhaps at FP zero you only swipe an arm. Fallout-style crippling injuries and poison-like bleeding could result, while a fatal hit is a fatal hit. It no longer makes sense in modern games to hack something with blades watching fountains of blood rain down only to watch a tiny sliver of health drop off. It's time for a radical overhaul if any sense of realism is ever to be felt. I don't have a perfect implementation idea for this or anything, and who really cares what I think, but it's a thought I've had for a while. No way I want this type of system, one hit and you are dead that is fine for me. But all games where I can see that a claymore hit the torso of an enemy with 1/2 of the blade and cut trough it but because it was a non successful roll you will miss. That is in my eyes total outdated with the possibilities of a modern engine. Because of this system I hate every freaking D&D PC game. Also there are other things from the D&D system who I hate for PCs and I never will get it why it was used for games like NWN, Dragon Age , etc. If you miss you will miss because the enemy dodged or because you don't have the experience for this weapon. And for that action it should be correctly animated. And don't forget TES is not a RPG who work with many dices unlike many others who you don't play in first person. It would be for me a total game breaking view and play style if the game shows you a animation for a decapitating hit but because of your fate system it only lower the fate points who you must also shown/read in a box instead of animation of a critical hit to the head who kills the enemy because you was in range with your weapon and the enemy doesn't dodged without any windows and numbers. And yeah I also don't like it that to much new games just use auto healing. My favorite games don't use it and if you can deactivate it. In my opinion the skill system of Skyrim is not that bad but it is to light and not really deep. The perk system on the other hand need really a helping hand. I am not a fan of perks (also a thing why I dislike D&D PC) but the thing how skyrim manage them is a thing who I like that you need first the skill lvl for something who you actual used to get the skill lvl up where you have it right now. Now if they make it harder to get some skills, must do also other things to lvl a skill. Include skills with a lvl of xx cant be skilled up with some easy stuff like smithing a freaking leather helmet or iron dagger. And not only for the blacksmith skill and perk system, for everything. I also would include that now you can not learn a perk by yourself. Get the requirements like perks you must have it for the next one or perks form 3 different trees and the Skill level for it and then get it from a NPC trainer for gold or read a book like you can raise your skills.