Since you asked, here's what I'm currently thinking about:
Good things about the current system:
- Weapons are predictable based on types. An iron dagger and a mithril dagger strike for the same amount of raw damage, but their material composition affects how this damage may be mitigated or suffered.
- That's about it.
Changes:
- Weapon speed is gone and replaced solely by how many 'X attack' skills and other such things you have. The current system limits viable choices. Haste provides a significant buff to accuracy instead of multiple attacks and increased casting speed, sort of like a mood aggresive+.
- Weapon types would be sorted into twelve categories reflecting D&D type systems: one or two handed simple, martial, exotic melee and ranged weapons.
- Classes gain proficiencies based on these weapon families with some exceptions for classes like Rogue.
- Damage and accuracy combine to form a weapon's overall 'value,' inherited from its category (simple/martial/exotic). This means that all simple weapons are, from a "DPS" standpoint, interchangeable. Based on your needs, though, you might favor a certain admixture that would be more effective.
- Each weapon category would have a selection of reach/trip/etc. weapons.
- Enhanced Damage, Finesse, Specialize, and other such things would be retooled, but pretty much do the same thing: add bonuses to weapon accuracy or damage when wielded.
- Add a 'non-lethal' property to appropriate weapons that prevents them from killing an opponent and adjust mode stun to allow a player to use a lethal weapon non-lethally at a cost to accuracy. Certain classes could potentially receive the ability to nullify this penalty.
- My favorite: Caster weapons. ranged weapons designed solely for casters with the intent of making combat less spammy and more flexible. Each weapon is keyed to a particular damaging spell, costs the spell's cost in mana per 'strike,' and deals comparable damage both in nature and degree. Skill in the weapon is determined from skill in its keyed spell, and damage/round scales based on the spell, caster level, mood, and number of attacks per round the character possesses. For example, a sorc could wield a Magic Missile caster weapon and 'stab' things with magic missile damage once a round for damage equal to what would be dealt if that sorc instead spammed magic missile for the entire round, with a mana cost to match. A priest could use a Harm caster weapon that, for one (or two) attacks per round dealt damage based on how much 'damage per round' harm is calculated to deal, and so forth. These items could be highly thematic and possess various traits based on their nature: two-handed versions might give some form of bonus to represent losing access to scrolls, and so forth.
- The Fist would be replaced by a more useful cabal focused on enhanced spellcasting and themed on the astral realms.
- casting 'certain weapon of light' could receive arguments to pass weapon properties onto the weapon for escalating mana cost. In other words, a two-handed reach weapon could be created, a blitzkrieg-capable weapon, or a finesse, one-handed version could be made, or it could just be the stock weapon.
- Size modifiers would be updated to reflect the changes seen in Pathfinder
- 'Masterwork' weapons would represent inherently superior versions of weapons, while mundane weapons could be 'customized' to a character for a price to receive the same benefits.
- Thrown weapons would be given range and 'return' after throwing but receive durability damage with use, to simplify but not eliminate the cost and upkeep process of ammunition. There's no reason not to import something that makes a lot of sense.
Everything else would involve more features than fixes, and I'll reserve those for the unlikely day I make my own MUD.
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