Here, lemme just illustrate the idea using this quote:
Narcissus said:
it takes a STR of 12 to use a 'Heavy Axe' effectively ... a character with 5 STR might be able to lift the axe but would never be able to swing it and control the swing in any way. If a requirement is on an item ... you shouldn't be able to use that item ... thats why its called a requirement.
Consider if there were proficienty, weapon speed and damage penalties for using weapons with STR requirements above your STR, and consider if the difference set the penalty, at, let's say, -10 proficiency/point, -5% weapon speed/point and -5% damage/point.
A Heavy Axe with 12 STR requirement, 60 weapon speed and 30 damage, is being attempted to wield by a dude with 5 STR.
The guy is missing the requirement by 7 so the actual stats for the weapon are:
Weapon speed 39
Damage 20
Plus 70 proficiency points penalty, which might even put this dude into the red.
It looks to me, with modest 5% penalties that Narcissus is right. With penalties in place, this person CANNOT use the weapon, or at least it would be much better for him to just use a hatchet.
A person with 5 STR trying to use something really heavy is out of the question in both systems, but what about the person with 11 STR not being able to use that Heavy Axe? How does one guy gain just a little STR and all of a sudden be able to lift and wield something they weren't able to wield just a day before? Penalties rather than cut-offs just seems to be a more flexible system.
Either way, this is just a thought. I'm sure the coders for the game have much better things to do with their time and I'm not sure the coding time-to-benefit ratio is even worth it. I just think that players should be able to use some weapons in a pinch, even though they aren't technically qualified.