Baldric wrote:
Really, we're just saying you need to nerf 2 to 4 spells. It's very easy to see what the consequences of such a change would be.
Other people are suggesting various ways of -entirely- changing the enchant system. The impacts on game-balance would be far-reaching and largely unpredictable.
While your proposal would be more convenient for a lot people, it will definitely have an effect on game-balance. I can only get behind such a change when it is argued, successfully, that it is for the better, as opposed to simply ignored.
The question is what balance is affected? It's already been argued that enchant is already accessible, readily, to most everyone. Tribunals have it built in. The only balancing points that have been argued, are arguing against certain classes being able to even have enchanted gear...not questioning that they should have the ability or not to be able to enchant their own gear. Like necromancers - the only argument stated against them is that them having a full kit of MR is overpowered. Being able to make it or having someone else make it seems completely irrelevant to the point made. What is the real, tangible effect on game balance? It has not been brought up yet, other than arguing against classes having enchanted armor at all, not the ability to save other people trouble.
I would be glad to consider and try to argue the counter-point of balance affects, but I don't think they've been appropriately put forth. I don't mean that to be smug or anything, I'm being honest - the affect on balance has only been argued against people having enchanted armor at all, not spreading the spell to others.
What spells would need to be balanced? Charm person, magma spray, petrification, finger of death, bolt of glory. Then you have to look at other kinda twinked game-winners - like frenzy resist from a gray aura not in your group. In fact, a lot of spells are "I win" if not resisted - call of lightning does 20% a full cast to an MP'd out rogue. Fireball, fully arted out, can destroy a room in only a handful of casts. From those spells, what would you do to balance the game to compensate for those spells being limited in power, and easier to resist?
Are people seriously considering wimping a bunch of spells only because they are game winners? That seems completely irrelevant to the point at hand, to be honest, enchant system or not. No one will ever need 120 enchants to survive those. A rather mediocre enchanted kit (one +greater and one +mod on all eq) will give you a great chance at surviving a fight long enough to take those spellcasters out. No one needs immunity, nor should have it. I think a lot of the opposition to this stems from a misunderstanding of saves and enchanting. I don't mean to be dismissive or rude when I say that - it's an honest assessment, so please don't take it as an insult to intelligence.
Game winners need to be in the game, otherwise it's all just a gimp fight. I think the spell balance, other than charm person, is perfectly fine, as are the spells' resistability. What of all the spells you brought up aren't readily resisted besides charm person?