Oh, wow so your really into the realism. I can kinda see where your coming from. If that is the case though then where would gear come from? Below are some ideas I have mulled over
#1/ I guess they could be crafted. That means that materials have to be found/ salvaged for, and that a unique crafting system would be used. I’m not sure if I follow on how I could implement that, but if implemented correctly it could be very cool.
#2/ It could be all dungeon attained. That is an alright idea, and it has merit. I’m sure to go that route on some pieces anyway. I’m just not sure if I’d use it full bore.
#3/ Vendor and merchant. This is acceptable, and I’m sure some lower pieces are obtained this way to begin with. I’m just not sure if I am ready to make all of the pieces merchant bought.
#4/ Obtained by trading resources for it. I kinda like this idea. Lets say your fighting orcs and they drop 30 sets of warbeads. Now you collect all of these trophies, and you head into town with them. There is a merchant there who is obsessed with collecting them because they sell for a pretty penny in another town to townsfolk who find them pretty. Now he’ll trade you a sword for these really nice beads.
This is the same kinda theory as just outright buying them from the merchant. The problem that becomes apparant only later is that now I have created a scarcity of the new shiny sword because they can ONLY be obtained by fighting a specific orc. If my game becomes popular this could be a problem. (we should all be so lucky right)! haha
Back on topic though, classes add a much needed dimension for some games. However, I feel that they are restrictive, and they can be eliminated all together. I feel that if classes are eliminated spells and skills can be traded among players. You’ll can obtain a set of fighter gear and a set of magic gear. When you want to be a mage you equip yourself as such, and likewise when you want to be a fighter.
I could always add levels though, and I just may do that.