If you follow the link at the top of this post you can see the skill and attribute system I outlined. Skills are what you might refer to as volatile character properties, or properties that can be lost. Since I have other stuff such as skill decay in my design, I didn't have too much trouble putting in the 1% skill penalty. Among other things, it balances out the appeal of having a character with a little of every skill.
Nathaniel, the situation you describe in which a player loses an uber broadsword can and will happen in a world using the system I describe. However, we can look at it differently because 1)Most of the time players will be using normal weapons, not uber weapons, 2) Unique items are truly unique, there can only be one of each unique item in a game world, so that item will stay in circulation, and 3) Although that player might have worked hard to attain the uber weapon, the person that killed the player probably also worked really hard. This fits in my general design concept of shared and limited resources, which increases competition and player interaction by providing an ongoing struggle among players to control resources.
Quote:
Shared & Limited Resources, Player Competition
In most MMORPGs, monsters are the main resources, providing players with experience to advance their characters and ¡¥drops¡¦ to equip them. As WuXia changes the role of monsters as re-spawning entities located in specific areas, it also removes infinite resources. Because all resources in WuXia are limited, the value of items, character skills and social connections are all raised because the ability to ¡¥power-level¡¦ (or kill as many monsters in as short a time as possible) is no longer a big part of progressing a character. Sharing resources among players is the next step, by making more resources that are important but do not permanently attach to characters (i.e. experience, levels), players are encouraged to interact with each other because these resources can be shared or taken away. As players struggle to accumulate power, they will realize that they must step on the shoulders of others to truly gain more. Because of this, players are forced into conflict, and through this conflict alliances are formed.