Indeed, this is not exactly what I had in mind, but it is easy to imagine that someone who is very good at two handed weapons would pay special attentions (in a kind of a "professionnal" way) to two handed weapons he/she comes by in the world, and so find/loot them more often.
But then, NO RANDOM two handed sword if the enemy you were fighting did not use one...

Another example. Sometimes, I find teeth in the world. Why the hell would any sane PC be interested in teeth ? But, as a crafter/alchemist/jeweller/whatever, you might know a recipe that requires some teeth, and so pay more attention to suitable teeth for your recipe, and so start to loot them on corpse, or "loot" them more often.

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It doesn't sound TOO hard to implement (although things are rarely so simple).

A proper loot table, taking into account all skills as variables, the looted item/critter, and so on, could be a real challenge to create.

IMHO, loots are a great way to increase the feeling of growing capacities and skills for a PC, but it would requires a lot of fine tuning, dedicated gathering/looting skills (for the PC, not the devs ^^), and so on, to be really interesting. But that would be another game.



Inadequate/unrealistic loot tables are a design flaw IMHO.


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