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So, I have been working on my game for about a month now, and one of the ideas I had in mind since the beginning was to provide better character customization and realism at the same time.
The way I have decided to do this was through "weapons as incomparables". What I mean by this, is that weapons, rather than getting incrementally stronger with cost and rarity like other games are instead a choice in strategy. because the setting is relatively low magic, affects where oddly vacant from the game, and so weapons provide a series of status effects and abilities based on the ones you choose, and every class has a variety of abilities for a series of weapons as they level up.
For instance, Swords are an easy to use, one-handed, versatile weapon. So a character using it has a 50% chance to perform another action of any type.
Meanwhile, a Flail's niche, is that it has a 10% chance of debuffing the opponent as it cracks bones and dents armor.
I bring this up for a couple of reasons;
1. I would like help in deciding what these abilities for each weapon will be, ideas and weapon types.
2. What other games have you seen with abilities like this, so that I can see how they pulled it off.
3. Literally any other input you can give to help me improve.

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