> The basic idea is that equipment gets damaged, and you need to pay > for it to > get repaired. One goal of this is to chew up the money of higher > level players. > The hardest thing to perhaps tune is how items get damaged. My idea > is that the > amount of damage th player takes is the percent chance that one of > his items > will get damaged. Thus would typically work to the higher level > players > disadvantage (as attacks do more damage). It also makes some sense - > a goblin > hitting you isn't likely to damage many items, but that titan bashing > you with a > bonecrusher is likely to do some damage. Basing this on the damage > caused also > means that if the player is immune to the attacktype, his equipment > won't be > damaged either. I also suggest that using a weapon (I mean "doing damages with it") could cause damages to that weapon. For example, if I attack a dragon with my little dagger, there is chances that I'll damage my dagger. This is, IMHO, more likely that damaging a weapon by _being_ attacked. -- Larry. Be aware.