If you discovered some secrets, you coud find that some weapons had spell effects upon hit such as slow, freeze, fire, and there is > vs enemy equipment, although if it works is trivial (I never felt a difference). I really like your ideas ^_^LordGek wrote:A new concept for you, if not already in the game mechanics, would be to better differentiate the weapons. The easiest I'd think would be to give some weapons intrinsic bonuses/penalties to hit (+2 for daggers and -2 for a two handed sword). More advanced stuff might get into special bonuses for specific weapons vs. beasties (like maces doing 2x damage to zombies) or giving certain types of weapons intrinsic abilities like daggers sometimes performing a double strike or a two handed sword blow having a chance to knock an opponent back a space.
However cool as changing hit times is, you have to consider the value of +'s. If a +1 dagger hits twice, it expresses it's initial damage twice, and then it's +1 twice. Although a 2 handed sword may be 2X as strong innately, it would only take advantage of that +1 once.
Not to mention, +hit will unbalance daggers a bit more. In short, 2 hit weapons exploit bonuses a lot.
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I had a new random idea: Game setups.
Why should we all have 2 modes, purist and modern, when we can make a balance inbetween?
Say you want no shops but the new items from enhanced mode. You can change those settings in an in-game settings menu (One of CD's ideas) and make it happen. Of course, this would have to take effect upon a new game, but it's better than sectionizing purists and new players, and makes it more focused on playing your own way.