Originally posted by Zan
I\'ll have to disagree with not knowing the weapon\'s effect until you use it though. Something like that will make it too easy to abuse trades since the person buying needs to trust the other one in what the weapon is capable of.
Sounds a bit like RL, doesnt it

I agree with you there. Being able to appraise (as a skill either based on the appropriate weapon skill or some other skill) might smooth that over for the buyer.
At the moment my charatcter has no skill in axe whatsoever. Yet (since i have access to the absolute numbers) I can go stand next to a dwarven hero of many years and proclaim boldly. \"Aye, you can tell from the --insert bs here-- that this is indeed a mighty fine axe.\"
The idea is not to simply replace numbers with text (as a previous poster has pointed out that leads to nonsense)but to have a RELATIVE measure of a weapon as YOU would experience it as opposed to an absolute. My current character would not know a good axe from a can opener.
The same goes for combat statistics.
Its nice to know that i do xxx damage.
But from a RP point of view look at the following:
You bludgeon the chicken.
Now bludgeon sounds cool but remember what you are fighting. You are heroic relative to the chicken doing 10 points of damage
Now put up against a gladiator...
You barely scratch the gladiator.
Now the changes i propose may seem small or even petty but consider this:
Not having absolute values available to all and sundry will go a long way to economic stability. At the moment money is cheap and swords are almost essential currency.
Look at people playing. A lot of sword wielding hitters standing around bashing away at their personal pp delivery vehicle in the hope that it drops that /10 like it did for Bob yesterday.
And do not misunderstand me. I admire the mechanics of how it all is put together. But game mechanics are a bit like special effects in movies. The best ones are always the ones you do not see
