it\'s been my experience that the players make or break the RP of any RPG. if all the numbers were stripped away and the code close so no one could look at what the code was doing, it is still the players\' choice if they hack-n-slash everything or if they roleplay. i\'ve played with ADnD groups that the only one who even saw the dice was the DM, she did *all* of the rolls and calculations and the rest of us *strictly* roleplayed. (in some cases to the extent that anything said out of character during play was penalized... one person\'s character ended up in the loony bin for a while

).
other groups i\'ve played with had calculators for each player and charts of weapon/spell/etc. stats so the player knew at a glance all the stats of anything found or purchased.
there were occasions that the group with the calculators roleplayed better, just depended on who showed up that evening. to them the calculators weren\'t a distraction but rather a tool. an advanced mage is going to have an almost instictive knowledge about the strength and value of a particular spell. all of us being ordinary humans don\'t have that experience to draw from, so to roleplay better, we need some kind of supliment to simulate that kind of knowledge.
at times it would be nice to turn that off. i don\'t need to know the precise percent of HP i have while having an idle conversation in the plaza, though if i came back to the plaza to recover from a particularly fierce battle, i would like to see near death, badly wounded, wounded, barely wounded, uninjured as i recover. were it real life, i could feel the recovery as my pain faded and my strength returned. it isn\'t.
*shrugs*
most likely the debate will rage on with the majority both sides not happy. this is why i suggest the ability to set thresholds of numbers vs worded approximations. some would set it to conceal all numbers, some would set it to reveal all numbers. most would find a balance in the middle, comfortable to the individual using it.
i also don\'t see this as coming soon. each level of adjustment in this threshold idea would be it\'s own set of code and dialog, meaning each area it is used would have to have at least adjustments to accomidate each setting available.
i am greatly impressed with the devs\' progress on the technical aspects of writing the game. the balance of playability, in everything from how much information is available to things like there being no sword on the rogue\'s body when he is clearly wielding one while he hits me, is something that will come in time. there is no good way to rush balance. numbers vs. words is one of those matters of balance that will come in time and i hope will come with variability since each play has her own comfort levels.
--- keder maloy
postscript: thank you DivineLight. i take that as a compliment, and i especially like the edict from the Octarchs.