Original Post
Oh yes, this is based off a previous topic, but the idea is quite different. I was reading ADnD 2ed rules book, when it struck me: why do designers still stick to simple rules for combat, primarily RPG combat? Why do weapon damage attributes like 1d4 or 3-12 or, even worse, simply "12" still exist? Back in the PnP days it was impossible to compute something more complicated by hand. But hey, nowadays computer RPGs have become quite common :), computers are sure better then humans at computing :), and combat rules are all the same. Take weapon's damage, check ToHit, subtract from TargetHP... it's primitive. Which leads to players caring only about their numbers, not actual gameplay. Why not make a complicated and hard-to-figure combat system? Hide all numbers and stuff from the players. A weapon has a fuzzy description of its abilities. Like "this sword looks good. too bad you're a mage, so you don't even know how to handle it". And give in-game hints like, "your sword may be good at hacking up orcs, but don't count on it if you encounter a Stone Golem". Make players figure out what weapon is better in practice, not just by looking at its numbers. I suppose it will make any game much more immersive.