use create weapon at (material) in (workbench) sacrifice (free exp) at (bonus)
perhaps make merchant made weapons useful again but not game breaking by
allowing some exp to be put into the item. Bonuses could be str/dex/con/hit/dam
age/hategood/hateevil/skills? place a limit on exp sacrificed so it doesn't
unbalance the game. The exp requirement would, however, prevent flooding the
market of absurdly cheap good weapons that lower value of monster dropped
weapons. Perhaps even allowing multiple bonuses inputed, and perhaps even set
up as a ratio (example: 50% of exp +str, 25% +hit, 25%+damage). perhaps even
allowing this on create armor skill would be worthwhile. Finding a balance of
a meaningful amount of exp sacrificed for a somewhat limited max on the bonus
value would greatly enhance the game and pave the way for merchants
cooperating with others in the game, not just merely 'off in their own
merchanting world' as they need to gain some free exp to sacrifice. Oh..
+craftsmanship would also be a decent bonus as the create weapon skill doesn't
seem to allow for very good craftsmanship, no matter how good your affecting
skills.
Hope some aspect of my ideas has some hope of implementation.. thanks! Killian
Brewmaster, the humble Hobbit