There are a LOT of bad arguments going on here
The only good one given was that numerical stats are indeed far more user friendly than Profesional/Adept/Competent ... It's true and non english native players will have even more of a difficult time with that. Also, color coding isn't great either because a lot of people has difficulties seeing colors.
And in truth, once someone has written in the wiki that Dabling<Novice< <Adept<Competent<Professional, it's no different than saying your dwarf is a level 4 metalsmith. The ONLY additional information available here is that you don't have to go check if Competent < Adept or Adept < Competent. Note that the real internal stat might very well be more detailled (and in fact, it is), it's just that an option for a numerical display of the stats would be more user friendly
Next, could we please avoid any kind of metagaming cheating abuse to the discussion? There are already many sources of metainformation on monsters, it's not like giving the monster stats for free would change much:
- player already faced one before, his dwarves now have the metaknowledge that it is dangerous
- player found one, paused and checked the wiki
The only small difference would be that really novice players could avoid a premature death if they got the info. But hey, losing is fun and stats are rather meaningless in the game anyway. Adventurer mode proves it already when even the most ultra mighty ultra fast adventurer can be killed easily by any kobold child that happen to pickup a crossbow Not worth changing anything about that IMHO.
Also, about the reason behind the D&D D20 system, it's because of psycological effects. Basicaly, in D&D the smallest possible bonus is +1 which translates to 5% more damage/chances etc... In a percentile system it's +1 which means 1% more chance to succeed. But a 1% increased chance to succeed is too little, too insignificant. It doesn't feel like an increase at all for the player and so, such detail level is nearly useless. It's not worth the increased complexity for a pen&paper game which should remain computationaly simple.
[ November 06, 2007: Message edited by: Stof ]