Well, at least that's the idea.
It all looks rather realistic and your explanation for the different effects of Penetration on DR is rather satisfying, I hadn't thought about it being concentration of energy or so.
Well, this is designed for RPGs. So stats being visible from the inventory menu wouldn't be strange, but what I intended to do was give the player an item description to start with, some simple information if they make a skill check and much more information (down to the individual DD/DR/RE values) if they make a much higher check.
Anyway, this is really interesting, but it does look very complicated and I feel it would be a tad hard to design a game that makes these feature really obvious to the player.
Maybe you have some ideas already?
So, for instance, a character in a fantasy (one of the ideas in the works is a fantasy arena RPG) might pick up a suit that reads "Cubus Leather Brigandine" and at first only get a description about these brigandines being manufactured by cubi from the leather of plain raiders (a flying electric creature that looks kinda like the Jersey Devil) and its reputation for flexibility and all-around solid protection. The stats available would be weight and relative condition, the class of apparel, (light armour) the material type (fabric) and the quality of the material (+2.) With a skill check, they might ascertain that this piece is a shoddy knockoff made from the same material but without the proper treatments, and that it is old and worn. The stats would now also say that the rating for craftsmanship is -1, and another -1 for wear, for an overall quality of +0. This would also reveal more about the condition (%) and the standard DD, DR and RE values, (0.25, 25 and 25%) but not the individual values, instead saying what it is "weak" against and "strong" against with no further information. (This specific armour has no weaknesses or strengths.) The final skill check would reveal the exact condition (in HP, out of the maximum) and the exact amount of DD, DR and RE provided against each damage type.
As for your own values, you would know your exact attributes, skills and experience (as well as your ability, competence and experience levels) right off the bat, but wouldn't be able to see derived stats like your DD, DR and RE (and these values for your natural armour, if any) without making a medicine check. More detail would require a higher check.
Of course, all of this varies depending on the exact game. The other two ideas, neither of which is presently being used (but I'm hoping to get team for one, half the reason I'm at the college) are a near future/alternate history FPS/RPG and a space science fiction FPS/RPG/RTS. All the stuff here (except the spell and leather) is from the near-future game's setting, including the "Whiplash" LST and the M3 laser carbine.