kohlrak: The trick is, is it, as you said, actually integral or is it tacked on as a gimmick? And, is it intuitive? People don't sit there playing morrowind thinking about when their sword is going to break, and then it does. Naturally, this doesn't feel right at all. If your sword is being used to hit alot of hard targets, maybe it should slowly get duller and duller, prompting you to sharpen it, rather than completely breaking on you without warning. Maybe if the handle's getting loose from all the hard object beating, maybe it should make some noise or feel wobbly or something to properly warn that something's wrong.
dtgreene: One problem, however, is that it's possible to escape the durability in TES games, if you just use bare hands, spells (especially in Oblivion where Magicka regenerates on its own), or bound weapons. SaGa Frontier 2 also has this issue, with there being weapons that never break, and spells in party battles not using up durability. (SF2 even has a mechanic that makes it possible to use your strongest spells in every fight; with that said, physical attacks do end up doing more damage than spells, so the usual situation is inverted here.)
Bare hands would naturally be weaker than with a weapon, and should be, both from realism and gameplay: why would we use weapons if our hands are cheaper and suffice? And i never understood why monks did more damage empty handed than a fighter with a sword. Given their huge HP boosts making them almost tanks themselves, rather than physical DPS, it seems really unbalanced. I quit using these tanky characters for that reason in final fantasy. IMO, having some heavy gauntlets should make you do more damage than bare handed, which is a great tool for the empty handed people, as well as a knife which would employ largely the same movements. Those would all take the durability costs, though. There should always be a tradeoff.
As I said before, if weapon durability is in the game, it should either be there as a limiting factor in a way that's strategically significant (a criteria that TES fails to satisfy), or not be there at all.
Absoltuely. I think a weapon should always be repairable, though.
By the way, one rather interesting use of a durability system: In SaGa 1 and 2, martial arts (like Punch) do more damage when they're low on uses, and the final use does triple damage on top of that. (There's also the Glass Sword, a really powerful weapon that has only one use (except in Final Fantasy Legend, where they goofed when translating the game), and which also shows up in the Ultima series.)
I always hated those, because you never know when to finally use them.
kohlrak: Odds are, though, that you're not going to just charge at a dragon with a fresh character.
Not even a baby dragon?
Perhaps depends on the breed (maybe not all dragons breath fire). Might not be wise, though, as said baby dragon might have family nearby. But how likely are you to see a baby dragon? Why would a baby dragon leave the nest? If you're near dragon nesting grounds, you must be prepared for a battle with dragons, otherwise you're on a suicide march.
SaGa 2 actually has a baby dragon as one of the starting character choices (and that choice has the advantage of allowing you to get a Sprite, which is a good spellcasting monster, early). Furthermore, a female esper (mutant in FFL2) starts with the exact same breath attack that the baby dragon has.
(If you're going to restrict things like breath attacks to certain species, how about making such a species available for the player character?)
I actually implied as much. Games with "polymorphing" usually allow such. But i had, indeed, stated that polymorphing was an option for the player character. If you want an idea what i'm imagining, look at nethack. Now imagine there is alot more skills, alot more freedom, and an open world instead of a singular dungeon. I want to expand on nethack and make a living, breathing world like minecraft, complete with building mechanics. Nethack has alot of nice ideas in it, but it's natural roguelike push to force you towards the goal via things like making it hard to keep fed early on just creates this huge barrier to entry and also greatly restricts freedom. However, it still offers more freedom than really any other game i've played. I think a nice open-world nethack, with the constant danger toned down a bit, would provide a good solid foundation for quite complex interactions and adventure.
kohlrak: A jack of all trades fills a role of 1
dtgreene: I sometimes like putting jack of all trades characters in parties.
Take, for example, the Final Fantasy 3 remake. In this game, Red Mages are actually quite useful throughout, while not making other classes useless:
* They can use some good equipment. This includes Excalibur late in the game. They do have an equipment drought around mid-game, but the ability to use shields can help if you're not using physical attacks (25% damage reduction). No Ragnorak, and stats aren't as good, but still usable as a physical attacker end-game.
* They can cast spells, most notably healing spells. This includes Curaga, which is good enough for late-game emergency healing, particularly if my Devout is busy casting some other spell. Drawback is that they get so few uses of the spell, and don't get the even more powerful Curaja (or Arise, for that matter).
(Certainly not anywhere near as powerful as the Hero in Dragon Quest games, but still a better caster than DQ3's hero before the ultimate spells show up.)
But that's a whole other type of jack of all trades. His jack of all trades is a God character that simply isn't limited. A red mage is a nice way to bolster a role that's weakened or disabled for one reason or another. But the suggestion is to allow characters that are jack of all trades to have the skill to the degree that they can replace the specialized roles.