While I'm not one to criticise complexity per se, I think most of what you want to achieve can be done by increasing the contribution of high-quality items over low quality items - i.e. to use something like object_value squared. (We have to use value rather than power, because consumables don't have a power rating.)
So if 200 weapons of slay orc are each worth 1000gp, that's a total contribution to the level feeling of 200 x 1000 x 1000 = 200M. If the HA is worth 50kgp, its contribution would be 50k x 50k = 2500M - over twelve times as much. (Under the current system the results would be 200k and 50k, respectively.)
But if anyone wanted to code up your slot-based idea, it would be interesting to try it out.
So if 200 weapons of slay orc are each worth 1000gp, that's a total contribution to the level feeling of 200 x 1000 x 1000 = 200M. If the HA is worth 50kgp, its contribution would be 50k x 50k = 2500M - over twelve times as much. (Under the current system the results would be 200k and 50k, respectively.)
But if anyone wanted to code up your slot-based idea, it would be interesting to try it out.
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