I ask that you please keep your comments in this thread limited to this enchant armor proposal change or other possible enchant armor changes. If you have a comment on other ways to make the game less boring and more engaging, then the general "The Grind Less Campaign" thread is the place to put them. Thank you.
This is a long post. Please don't vote until you have read the proposal thoroughly.
I've been thinking about this for a while, and I have in my head what I think is a good start to changing enchant armor while not making it overpowered. The main point of this proposed change, again, is not to encourage spam dying or to make the game reward "
less prepared" players: It's really an attempt to make the game's enchanting system more approachable, predictable and
less time-consuming to the average player, while still maintaining the ability for high-end players to enchant their suits out the wazoo if they spend the same amount of time on it.
The problem: As PvP currently stands in SK, the game is overwhelmingly tilted towards those who spend inordinate amounts of time enchanting their gear, having other people enchant their gear, or know where to find a bunch of greater mods to saves... and then having them enchanted. Even the most skilled player can instantly lose to a scribed charm scroll if he does not have at least 20 will on his suit in addition to a decent WIS score, at which point he must start over regathering his equipment and getting it all enchanted again. Because of this, the word "skilled" in SK has been replaced with "spent real-life hours enchanting his crap" or "never gets into a fight s/he can't lose."
The problem for me is that in the midst of all this, I honestly stop having fun and I'm finding it harder and harder to justify spending all this time enchanting things. The problem for new players is that there's no way to learn the ins and outs of PvP, because the cost of losing a fight with enchanted gear -literally- means that they can't "try again" until they spend hours getting everything re-enchanted. I would like to lessen this gap, and allow people to not only have things enchanted a specific way, but make it much easier to say, focus on only one save or aspect of enchanting armor.
To this end, I make the following proposal for enchant armor: The exact numbers are a bit of a moot point because if this is allowed to be put into the game, then D will surely never let us know what they are.
Code:
A) Make the spell targetable out of the five possible enchants.
Protection Resistance Fortitude Willpower Reflex
B) Enchantment success will be separately checked against the following factors:
i) The type of enchant being placed on the item
protection 90% success
resistance 80% success
fortitude 70% success
willpower 70% success
reflex 60% success
ii) Number of enchantments of the intended type on the armor.
1st enchant 100% success
2nd enchant 80% success
3rd enchant 50% success
4th enchant 30% success
5+ enchants 20% success
iii) Quality of the item vs. the number of total enchantments on
the item. (this is ignored until the third enchantment)
Above average
each enchant above the second decreases further enchant success
by 20% of the remaining chance*.
Superior
each enchant above the second decreases further enchant success
by 15% of the remaining chance*.
Outstanding
each enchant above the third decreases further enchant success
by 15% of the remaining chance*.
Near Godlike
each enchant above the third decreases further enchant success
by 10% of the remaining chance*.
C) On enchantment failure, a piece will have a higher chance of exploding or
fading the more enchantments it has, versus the enchant spell simply failing.
Lower quality of items also increases the chance of exploding.
Above Average or below quality
each enchant above the third adds an additional 20% chance*
that the item will have a 70/30 chance of exploding/fading.
Superior quality
each enchant above the third adds an additional 20% chance*
that the item will have a 50/50 chance of exploding/fading.
Outstanding quality
each enchant above the third adds an additional 15% chance*
that the item will have a 35/65 chance of exploding/fading.
Near God-like Quality
each enchant above the third adds an additional 10% chance*
that the item will have a 20/80 chance of exploding/fading.
* These numbers are scaling: for example, a fifth enchant on a near god-like item
would have a 19% chance of failing based on the total enchantment check,
and a sixth enchant on a near godlike item would have a 27% chance of failing
based on the total enchantment check, while a below average item, for example,
would have a 59% chance of failing on the sixth enchantment based on the total
enchantment check.
In the end, what I would like for this change to do is allow for people to enchant their gear with a specific save (or saves) in mind (I personally would go willpower on every character before anything else) while also making it incredibly difficult for a character to place, say, seven or eight protection runes on each piece. It would be much more advantageous and safer for a warrior to enchant his worn armor with a few runes of protection each, then place a couple of willpower and fortitude saves on them as well, while keeping his jewelry and stat mods focused on saves only, for example.
The average character has 16 enchantable pieces of equipment (18 if you count container and shield). I would like for any player to be able to casually obtain four enchantments of their desire on each piece, with five or six requiring more time, and upwards of eight taking considerable time. This allows for a player to easily obtain armor with 3 protection on each armor piece along with 1 or 2 saves on them, and jewelry with 4 or 5 enchants on them, mostly saves. In this way, a casual player can have a suit enchanted with 35 prot and 20 will or more with relative ease, if he desires to ignore the other saves completely.
Yes, I understand that this is MUCH easier than the current enchant system: That's my point. I want losing gear to hurt
less, and death itself to hurt more, maybe then people will be willing to risk their gear and PvP, perhaps learn a few things, even. I mean crap, sorcerors might even have to learn more than c charm;wiggle;quit.