Forsooth wrote:
* Add a new save-boosting stat: spirit, linked to charisma. It resists all grossly dehumanizing spells (petrification, summon, etc.) IN ADDITION to any fortitude or will save. This should let people resist one-spell kills without blocking every spell in the game.
So combine fort and will into one save. Right. Except that's ridiculous.
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* All spells with reflex saves do double damage when the save is missed. This should make reflex and magic resistance more worthwhile.
I'm confused. Reflex and MR are already important enough, why do they need to be buffed?
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* Player-enchanted items are limited to 6 protection-type enchants. Try to apply more, and the item blows up. But you can have any number of stat-boost enchants without invoking this limit. Besides discouraging enchanting fanaticism, this measure will encourage finding powerful items.
People hoard stat mods bad enough already. This will just widen the gap between newb and veteran even wider.
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* No enchantment fades, which allow casters to effectively restart an item. If the spell doesn't fizzle, the item is either enchanted or destroyed.
* However, an enchanter can choose to duplicate any protection-type enchant already on an item. This is meant to encourage specialized items, allowing more tactical choice in prepping.
Targeted enchanting is good, but it shouldn't be guaranteed every time, and especially shouldn't be set to a hard limit of 6 per item. I also see no reason why exploding is better than fading.
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* Changes to art and spell casting times as needed for balance.
Easier said than done.