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  1. BASIC IDEA: - the longer you use a weapon the more accustomed you get to it. After a while you start getting familiarity bonuses, since the weapon has become an extension of yourself. Small bonuses to hit/defense? IMPLEMENTATION: - track familiarity value for each weapon? Seems simpler than tracking it on a per-character basis. Basicly, an arry with the characters ID and familiarity would be attached to each weapon. So if your PC used sword #158 for a while and then gave it to Forton, the sword would have two entries, for PC and Forton. Something like: ID000 150 <--- PC ID004 21 <---- some other party member The value to track to determine familiarity - number of sucesfull attacks? If it's kills it seems abusable (switch weapon when enemy is near death to get a kill) Since magical weapon would appear later in the game, this gives mundane weapons more utility, is somewhat realistic...and if you happen to get a magical weapon early.. SCORE! ADDEDNDUM: - weapon upgrades? - weapon customization? If you get to forge your own weapon (or better yet have a weapon forged for you) the abiltiy to customize it. Apperance wise, because of zoom there would be no need for a different model, but the icon and weapon description could differ. You can make a weapon unique in apperance. Also, maybe even sligtly different bonuses? If for example, you put parrying hooks on a sword you get a parry bonus. A bigger pommel foor more crushing damage/better balance? Etc... MUNDANE WEAPONS Should be viable for the entire game. A masterwork sword of high quality steel (or some other metal) may not be magical, but it would still be extreemly deadly. QUEST TIE-IN: Quests to make your own weapon or upgrade your existing one? Familiarity treshold necessary?
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