Achernar wrote:
I agree with the way enchantment works now, allowing the addition of stats to armor would be imbalancing, but there are several ways of limiting the way this would work in order to keep it from being imbalancing. If giving a shaman so much ME he can rawkill anything is a side affect, perhaps voodoo should be given a maximum damage regardless of mana. If it will create 1000 HP animates, maybe animate needs fixed so the HP have a cap. Maybe you could only get the bonus of one items enchantments for a specific statistic or resistance. I simply don't understand why you would be a trained sorceror and not be able to at least have a chance of succeeding in the desired enchantment. Perhaps instead of a chance of explosion, add a chance that some negative modifier could be applied for a failure or overenchantment. The more you try to enchant an item, the more you end up trying to cover up the side affects of the magic, after a certain point. Any of these or other suggestions are interesting, and indeed add more flavor to the enchant spell, which is fine as is. I wouldn't mind seeing the trade for final strike to greater enchantment, and perhaps as a bonus spell to those cloth armor priests. Anyway, its all speculative, and I like what discussion I've seen.
A
Except now you're adding artificial caps to problem spells, and even in just light theory crafting already two have had to be named. Now you have to deal with changing said cap, and choosing when to alter it, and when to leave it alone when class balance has been shown to shift.
To put it simply, the best answer is usually the most elegant, which also happens to be the one with least amount of "unless" clauses.