I will begin by saying that it is very effective in all three games to use a weapon backed up by a little magic.
I will also say that Long Blades are by far the most common-sense approach if you want to have an easier time. In Daggerfall, as far as I've seen, they drop in much more plentiful quantity than the other weapons and sport nice, balanced damage rolls. In Battlespire, lore-wise, Long Blade and Spear (counts as LB) are both important to the story. In Morrowind, it matters a bit less, but it is somewhat similar to Daggerfall in quantity and effectiveness of Long Blades vs. other weapons.
The rest of this is assuming you want a balanced character who can complete all the content without too much of a struggle.
MORROWIND:
I'll start with Morrowind, since you have included a screenshot of the game. To be completely honest, the game becomes much easier if you just focus on one weapon. Just get that hit chance high enough, get a few nice defensive/utitlity enchantments, and it is truly enough. However, I am adding a prototype below with some empty/multi-choice skill slots to play around with.
Major:
1. Weapon Skill (Long Blade and Spear are the easiest. Spear has distance and raises endurance (helpful). Long blade mentioned above.)
2. Armor Skill
3. Utility or R Skill (All these are listed below)
4. Utility or R Skill
5. Any. This is a very good place for Restoration or Destruction.
Minor:
1. This is a good place for Security or Alteration for lockpicking.
2. This is a good place for Sneak unless taking Illusion.
3. This is a good place for Speechcraft unless taking Illusion.
4. Mysticism (If in Major, sub a Utility)
5. Alteration (If in Major, sub a Utility)
Recommended Skills: Alteration (lockpick/levitation), Mysticism (teleportation)
Utility Skills: Block, Armorer, Mercantile, Speechcraft, Illusion (can replace previous two + sneak)
Complementary Skills: Restoration (healing), Destruction (magical damage)
DAGGERFALL:
Daggerfall is a little different. Weapon choice isn't as be-all-end-all, but it still does help. Using the mouse-upward forward/stabbing attack makes it a bit easier to hit, even with weapons you have nearly no skill in. However, the damage will suffer. This is a good way to get around weapon immunities if you have, say, an Ebony weapon lying around that you are unskilled in and your Elven Mace isn't cutting it.
Arrows have weight, gold has weight. Bows can backstab through doors.
1. Weapon Skill
2. Critical Strike
3. Backstab, if you use Marksman. Dodging, if you don't manually dodge. Otherwise, Utility or Magic.
1. Mysticism (Recall out of labyrinthine dungeons, helps with time limits)
2. Thaumaturgy (Levitation, Spell Reflection)
3. Alteration (Survive in water)
All the rest: Whatever you want. Sounds cool? Cool. Add it. You can move Mysticism downward and something else up, Mysticism just needs to be high enough for Recall.
Advantages and Disadvantages: There are a couple well-known cheats here, which I will avoid in recommending a beginner build. You'll probably want some extra Hit Points, so put some points in there first, if so. The "Dagger" will raise. You'll want that as close to the middle as possible, if you want to level at a decent rate. I'm goint to recommend what I found fun/useful/not so detrimental below, and you can balance as you see fit.
Advantages:
Increased Magery: Excellent.
Athleticism: Good if you don't want to rest for Stamina as often (or are playing a fast-hitting build such as Dagger or Hand-to-Hand).
Expertise In: Good, adds (level/3) damage as well as hit chance.
Immunity: Paralysis is great. You don't need it if you are playing as a High Elf, however.
Spell Absorption: Can be overpowered. Can also get you killed if you haven't spent enough Magicka to absorb the enemy's spell.
Disadvantages:
Critical Weakness: I never had a problem taking Poison, others vary.
Damage: From Holy Places is easy to avoid, even on non-vampires. Temple services are easy to go in, get, run out.
Darkness-powered Magery: Doesn't hurt much if you're inside dungeons all the time. Hunters and quest-related harassment can show up outside, however. Iffy.
Forbidden Armor: Flavor. Up to you. I went through the game "naked" without much issue, since manual dodging is possible.
Forbidden Material: Silver and Orcish aren't very common.
The rest are pretty self-explanatory or similar in nature.
BATTLESPIRE:
It is certainly something. Early on, the spell-spamming ultra-nuke enemies can be a nightmare, even to themselves. An interesting factor of Battlespire, however, is that if you take immunity in a damage-type, the enemies stop casting spells which deal that type of damage. Every encounter becomes a melee encounter, and the combat becomes very similar to Daggerfall (hit, back up, hit). However, melee enemies can be -more- dangerous in some cases later on. Especially where lava is involved (melee hits tend to knock back a lot further than magic, at least on my PC).
Build is similar to Daggerfall. Long Blade includes Spears, Missile Weapon includes Javelins (which are melee). There are no shops, so buying arrows is not an option. Always keep a backup weapon, and always check empty box-like openable containers to see if they are Coffers of Restoration (to repair your favorite items).
1. Weapon
2. Restoration (for Cure Health)
3. Critical Strike
4. Dodging
5. Hand-to-Hand (incase weapon breaks, unless you chose it as primary weapon)
The rest are not so important. Choose what looks enjoyable.
Advantages/Disadvantages
First spend a few points on a weapon of your favored type in the Equipment section, then...
Armor type affects that type -and all lower types-, so keep that in mind. Regeneration of Spell Points is very good and important. Otherwise, you need to rely on finding blue floating gems throughout the levels (and they are often not enough). Increase Magery is excellent, as in Daggerfall. The rest can be adjusted as you see fit. Make sure to put any excess points in Wounds (Hit Points).
Post edited July 25, 2018 by Lysanafae