Sadr wrote:
I see this change making casters feel after the change like warriors do before the change. The nature of the suggested change simply malforms who is at the short end of the stick, instead of evening things up appropriately.
First, was there a consensus before the change that warriors were underpowered? I certainly don't recall that being the case. Maybe I misremember. I thought the consensus was that enchanting was annoying as crap because you had to spend hours upon hours doing it and it was totally uncontrollable.
That being said, personal experience doesn't dictate to me that casters would get the shaft if enchant armor spell were changed as I propose. For one, casters gain a benefit themselves by being able to target enchantments on their own armor, not just warriors. Secondly, allowing for saves to be placed on armor by PCs would make it so that those enchantments which would otherwise have likely gone into MP will instead go into fort/will, meaning that casters' damage spells will actually hurt -more- than otherwise in most cases. Casters will just have to choose what type of spell to cast, whether damage or save-based, depending on their enemy.
Prior to the enchant changes, armor wasn't considered "good" by the veteran players of the game unless it came with at least 4 MP and 4 will/fort. And it wasn't considered "excellent" until you had at least 6 combined enchantments to both will/fort in addition to 4 or more MP. In addition, jewelry wasn't considerd "good" unless it had at least six enchantments to will/fort/reflex, and wasn't considered "excellent" unless it had at least eight enchantments or more to saves in addition to any MP that may have come about.
What success rate was that based on? From my experience, that level of enchantment allowed you go to into PvP with a reasonable expectation that you wouldn't lose to instant win spells like double petrification scrolls, cast petrification, charm person and sleep staves, although they certainly didn't make you spell immune, especially with impairment and the all-powerful dispel magic still available. It wasn't certain, of course. I was still hit with a powerful single petrification scroll at 20 fort with max CON and it still ate me alive.
Granted, that's based on conjecture and experience, but you basically needed at least 20 will/fort in order to have a "healthy" chance of surviving a max art spellcast in PvP, and that's just the first time you got hit, not counting impairment. Bear with me on this though: Under the current system, if I find 6 great willpower mods for jewelry, and enchant one with an additional 6 willpower (The ideal situation nowadays with regard to jewelry) then that means I am going to have a will save of 30. That certainly is plenty, but that assumes that
A) I was able to manage to grab all the heavily hoarded +4 will jewelry pieces, and
B) that I'm okay with having a fort and reflex save of 6, given that I am willing to enchant two of those jewelry pieces to +6 fort/+6 reflex as well. That means I am probably going to instantly die to the first double petrification scroll someone uses on me, and I'm not going to dodge any warlock spells or acid blasts for crap.
Granted, you can potentially include the container in that calculation as well, but the fact of the matter is that without saves on your armor, it's nigh impossible for you to get a combined total of more than 40 saves on your jewelry (4 * 7 for the innates, +12 for two enchants on will/fort separately) regarding will and fort: And again, that's assuming that -all- of your jewelry comes with innate greater saves and that you've also placed +6 enchants on two of those greater save mods. Those pieces are heavily, heavily hoarded, and placing +6 onto one is also going to take hours. That's also assuming that you completely throw reflex out the window. A more accurate theoretical maximum for the "average" player that doesn't have the right friends and isn't willing to spend hours upon hours just enchanting is in the realm of 22-30 enchantments split across his jewelry for will/fort (2-3 innate enchantments on each piece, with two +4 enchantments added in). And sure, while that's better than nothing, it's a heck of a lot lower than the standard certainly used to be.
TL;DR: With the current system, unless you can find armor with innate saves (It's all hoarded) then you're going to either spend hours finding and enchanting jewelry or have saves in the tank. If you let players place stacking saves on armor then you provide the possibility of being able to pick a save and -actually- excel in it, at the cost of either MP or AP. Veteran players still have the same saves as under the old system: The people who got the shaft are the unlucky players (and new players) that don't get to wear the few pieces of armor that come with innate saves.
Again, my main point is that there should be plenty of incentives -aside- from innate saves that should make exotic armor more desirable to obtain, including AC, material, and scripts. Being able to place an extra 2 fort or will on each armor piece will make moderate saves much more attainable to players that are willing to spend the time doing so, not to mention avoid the current ridiculousness of the game where entire sets of armor are practically useless just because they don't come with innate saves.