Let's discuss now the equipment of the player: armor and weapons. Anybody has some special wishes or ideas for it?
I was thinking of a rather simple system where the player has one piece of armor (set) and the weapons outlined in the concept document (i.e. only a staff and a wand for the mage, half a dozen weapons for the fighter).
This would allow the player to concentrate on weapons and spells, not so much on the things you don't see in a first person shooter anyway.
A couple of hypothetical examples: one piece of plate armor (wearable by a fighter) could offer more protection against physical attacks, another less protection against being hit with a club but quite a nice amount of resistance to fireballs, a third armor piece would offer a lower amount of protection generally but consist of a very light metal alloy and thus would increase your movement speed by 10% and so on. You could decide what type of monsters you have the most trouble with depending on your playstyle, and protect yourself against that primarily. Similarly, for a mage the robes he can wear would all have different magical abilities, one would have a magical thread that increases his efficiency, another would give him magical resistance to all fire magic, etc. A cleric could pick a leather jerkin that increases his movement and attack speed by 5% and makes him resistant to poisons, or equip a chain mail vest that reduces his movement and attack speed by 10% but reduces melee damage by quite a bit.
Technical aspects:
The player should only see armor and weapons/spells both in dungeons and at vendors that are usable by his class. If the code for it is not too difficult, we could just label items by chapter and type, like armor a5 would be a piece of armor in the first chapter, armor c3 one from chapter 3, etc. For weapons/spells, they should be labelled by weapon slot, e.g. weapon3 a5 would be a weapon or spell for the corresponding class for the 3rd weapon slot in the first chapter. Then we could populate all dungeons and vendors once with a set number of weapons and armor, and then only need to create and tweak a table that defines what exactly that given weapon or armor ID refers to (e.g. a golden cuirass, a battleaxe or a fireball spell).