Hmm, I\'ve seen MANY types of imbue systems around...they all claim to be a way of making your weapons \"personal\" or unique.
Well, thas\'s all crap, it makes it more frustratin and hard to give away when you find something better. Its always too expensive for too little improvement in the weapon and its hardly ever an asthetic change.
Cute things, for newbies to mid-level characters that aren\'t nessecarily permanent could be (I suppose) easily implemented. As a sort of \"equipping\" weapons with add-ons.
Example: A broadsword has a few slots that point to different parts of it. The Blade, the Hilt and the Handle.
You can add a tassel, a different hilt, or a decoration to the blade like, an engraving design, a colored metal such as gold, silver or damascus to make it deadly to Diabolai or Ywnn (mind my spelling please).
Different weapons can have the same additions that are displayed in different ways on the weapon.
Some of these little additions can have effects on the weapon, such as increased attack, Blessing the weapon (see above) less weight, more attack speed, and such.
Of course, the better the result, the higher the cost and/or rarity of the component. Making them non-permanent would be nice, cause you can easily remove in inscription by re-moulding the blade and filling in the gaps, remove a coloration by burning it off the blade, or melting off gold or silver, or simply removing a tassel or untying a strip of leather off the handle.
Skill restrictions are a good way to keep newbies from having too much fun, like adding so and so component gives the weapon a Sword Skill of 4 requirement.
Also, combinations of differnt types of components can really make in impact on a weapon, like adding an attack power component, a balancing hilt, and an inscription of the Red Way to a greatsword enhances the nature of a great sword. Such improvements wouldnt be as effective in a staff, or a bow or a knife.
Such improvements can be added to armour as well, such ass light-chain maille under-shirts, decoratory/magical engravings, a leather skirt, a cloth coif , a web of Giant Spider Silk or a jewel. All of course subject to weight and the skill restrictions as mentioned above.
I like this system, because it can be simple to start out, find a strip of red leather to add to your sword and feel all proud of your pretty little short sword and see the handle become red and different from the store-brought one. Even if it does nothing, it is stilll nice to be able to equip your weapons.
Also, this de-centralizes the game from battle, to include a little strategy in choosing your weapons and lcomponents before heading out to battle. Rather than just buying the best weapon at like a million tria and being like the other 50 players that got it before. Keeps power gamers down too,...I think.
Hmm, if anyone\'s interested I\'d love to draw up a few diagrams and go into uh, more detail on the subject.
(Dev\'s don\'t fail me now!)
I\'ll go post a new thread about different types of un-conventional weapons, but first I\'ll need to upload some pics somewhere. If anyone has any webspace I can use for a little, its become too frustrating these days finding a decent one.