Originally posted by dfryer:
I would like to see an RPG that isn\'t so stats-centric. Statistics have been a big part of RPGs since D&D, but that was because humans had to do all the tracking. Now we have computers to do that, so I think it might be a refreshing change to hide the statistics.
I think this is a great quote to sum up what we (as in those all for this idea) would like to see.

I really, REALLY think we could encourage RP by taking numbers out of the game. This is because people stop focusing on their skills/attributes, and work on *playing the game*. In most MMORPG\'s I\'ve played, it\'s a day-to-day struggle to gain 5 more strength to gain that new sword, or 10 more mining skill to start mining some rare ore, etc. If you take the numbers away from the users, they will find something better to, most likely either start RP\'ing or go play something else.
So of course there\'s the next big question: \"How do we implement this?\" So far there\'s been a suggestion of using text descriptors to replace the numbers. Although I think it would be quite fascinating to see if we could do away with any sort of skills display whatsoever, it probably won\'t be possible. Or someone else might come up with another solution.

And another question: \"So how do I know when I can equip a weapon? Just a message that says \'you cannot yet equip this weapon?\'\" Here\'s a better idea (I have this posted somewhere else, but it\'s way too buried to find it and way too late in the evening to look for it

):
No requirements on weapons/armor.
*Xandria waits for the shocked faces of everyone reading this*
Okay here\'s how it works: You create a new character which comes pre-equipped with a ratbashinstick, and start whacking away at the little vermin. You eventually come across this nice big iron broad sword. You think \"cool, mucho-damage!\" So you equip the said weapon and proceed to kill armadillos (I dunno, the best I could come up with

). Your character starts to make his attack, except his very low strength level only allows him to swing the giant sword about once every 10 seconds, and his even lower dexterity doesn\'t allow him to have any accuracy whatsoever. So while any character can equip a weapon (as you could in real life), that doesn\'t mean you\'ll be able to do a single point of damage. And it won\'t be a case of being at the shop and going \"hey I\'ll trade in my 50-60 damage sword for this 80-90 damage axe\" because the axe uses an entirely different attribute set than the sword, plus, your character has probably been getting experienced using swords and will have to start learning axes from square one.
Okay, I\'d better stop before this gets way too long...