mondblut said:
Indeed, deciding which sword to sell to next vendor you meet based on 2 pages of incredibly dull fantasy fanfic is SO much better
Actually, what I meant is that removing the numbers and putting in descriptions forces you to use the weapons for a while, to see if they are worth keeping instead of instantly throwing them into the vendor trash bin.
Reading the descriptions is optional. Btw, I didn't mean fanfics - which wouldn't help deciding what to use, anyway - , I was thinking of actual, but not so exact descriptions - "good condition" , "causes frostburns", "can be used in X way" etc. Something that makes me look at it for more than 0.3 seconds - the time necessary to look at my current weapon's stats and notice the numbers are bigger.
Ahh, but the +3 and +2 represent your character's or an NPC's appraisal of the item. Reading a description box and deciding its worth is using player knowledge. So really, +3 sword is a more true roleplaying experience.
So, a quest compass would be the character constantly checking the map and reading it in place of the player?
The numbers you see for damage are what the character thinks the damage is. It just happens to be very accurate.
WAY too accurate. Only a machine would be able to see if something is in 87% or 86% condition.
something like "looks alright, except for two cracks on the handle" would be a nice compromise between charcter and player skill.
Other example: "2d6 fire damage" vs "Ignites the target, causing strong burns"