Quote:
Originally Posted by Kloster
Except that armoring and strengthening enchantments are available for the same cost to all magic users.
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Ironically, one of the things that I think is overpowered and unbalanced in RQIII as written, and not mentioned in this thread, are exactly those enchantments. They're available to everyone at the same cost, as noted, and can quickly unbalance things if not kept in check. I made strengthening enchantments stop at double HP, similar to how STR, or similar, could only be boosted to double. I never ran into the same problems with armoring enchantments, but I did contemplate making them stiff, so that they reduced DEX while increasing protection, or something similar. For some reason, they only got cast on actual armor, where I did limit them to double or +50% max like I did for strengthening enchantments above.
Quote:
Originally Posted by Lord Twig
We actually imposed a lot of limits on spells and enchantments. Things like, you can only Armor Enchant something up to double AP. Strengthening Enchantment was limited to double HP, etc. So no one went around with 30 hit point heads or anything silly like that.
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Oops...posted too soon.